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Beyond The ‘Untold’ Encountering Autism: Situated Insights On Ways To Enable Participation In Design
The number of people who experience autism is constantly increasing. In 2020, the Center for Disease Control and Prevention determined that, every year, approximately 1 out of 54 children is diagnosed with the autism spectrum disorder (ASD). In the last years, the number of research and studies dedicated to children with autism has increased; however, scarce attention was paid to research on adults with autism, particularly those on the severe end of the spectrum (low-functioning autism), who have limited verbal abilities and non-normative communication. Consequences of this include issues of social inclusion, lack of services, work opportunities, social and civil rights, to mention a few, which are not yet sufficiently explored nor implemented for this specific group of people.
This thesis employs Participatory Design to explore novel ways to engage with people on the autistic spectrum, in the attempt to understand what processes and participatory dynamics become enacted in acknowledging them as equal, valuable presences in the constitution of our collective existence and society. In particular, the research looks at processes and activities that can lead to a collaboration between designers and adults with severe autism and non-normative communication abilities, and their active participation within the research process.
By theoretically drawing from traditions of Feminist Theory and Participatory Design, this thesis considers one single case study, where collaboration with the participant is achieved by means of a situated approach to design research. My standpoint and philosophical positioning here are to acknowledge that there are multiple realities through which one can make sense of the world: this research envisions that each person constructs her or his own reality through their personal experiences. Such philosophical perspective aims at emphasising and valuing subjectivity, and the consequent, intrinsic partiality that constitute our human experience. Personalised and situated research objects are also used across the thesis as methodological elements, oriented to explore the potential of triggering participation, crossing the boundaries between different communication abilities and achieving mutual understanding between designer and participant.
The contribution to knowledge provided from this research is three fold: first, it provides new insights about the creation of research objects that result from a situated and
process-oriented approach to Participatory Design; second, it extends knowledge concerning design practices that involve the collaborative participation of people experiencing the severe 4 end of the autistic spectrum; third, it contributes to provide new narratives concerning peoplewith non-normative communication abilities and autism
User participatory methods for inclusive design and research in autism: A case study in teaching UX design
© Springer International Publishing AG 2017. User participatory design is considered to be one of the best methods for understanding the needs of a target audience and creating high quality, well designed solutions to meet their needs. For many design students, the principles of participatory design in the creation of new user experiences are part of their curriculum. However, the involvement of disabled persons into the user experience design (UXD) process can be difficult in an educational setting. Often persons with autism and cognitive disabilities are excluded from user experience data collection due to their lack of sufficient cognitive ability and language skills to participate in these research methods in meaningful ways. Further, educators may shy away from involving this group due to institutional regulations and ethical concerns. This paper presents a case study introducing design students to inclusive UXD strategies and observing autistic children, using an approach called the “Connectivity Model”. The model avoids the requirement for complex ethical clearance by facilitating observations via recorded videos. We present outcomes and evaluate the model against the most pertinent needs of these children
A Virtual Conversational Agent for Teens with Autism: Experimental Results and Design Lessons
We present the design of an online social skills development interface for
teenagers with autism spectrum disorder (ASD). The interface is intended to
enable private conversation practice anywhere, anytime using a web-browser.
Users converse informally with a virtual agent, receiving feedback on nonverbal
cues in real-time, and summary feedback. The prototype was developed in
consultation with an expert UX designer, two psychologists, and a pediatrician.
Using the data from 47 individuals, feedback and dialogue generation were
automated using a hidden Markov model and a schema-driven dialogue manager
capable of handling multi-topic conversations. We conducted a study with nine
high-functioning ASD teenagers. Through a thematic analysis of post-experiment
interviews, identified several key design considerations, notably: 1) Users
should be fully briefed at the outset about the purpose and limitations of the
system, to avoid unrealistic expectations. 2) An interface should incorporate
positive acknowledgment of behavior change. 3) Realistic appearance of a
virtual agent and responsiveness are important in engaging users. 4)
Conversation personalization, for instance in prompting laconic users for more
input and reciprocal questions, would help the teenagers engage for longer
terms and increase the system's utility
Inductive mechcharger: mechanical phone charging dock using faraday's law
Energy and the environment are the key issues of the world in recent
decades Requests for the quest for alternative energy sources has become
a response to rising energy sources science and technology one of the top
priorities. Over 90% of the global population power produced is based on
electromagnetic induction laws from faraday. Thus, Free Energy /
Electricity interests are becoming popular. The definition of free energy
is a misconception. Nothing like free energy is there. But if we use tools
like Solar, Wind, Tidal, and Hydro-Electric to produce it, Geothermal is
free of charge only after the initial cost of capital. After the fact, the
produced energy is free, that the electricity created by these unorthodox
methods of electrical power generation must not be compensated for.
Therefore, for some time, the idea of electricity generation with
magnets has been around. They are used to generate energy through their
magnetic fields. These magnets are mounted in engine and generator
cores. The basic theory of power generation lies in the magnetic effect.
"When the vehicle rotates in a magnet field, a voltage is generated in the
car." [1,2
Learning to work together: designing a multi-user virtual reality game for social collaboration and perspective-taking for children with autism
Children with Autism Spectrum Disorders (ASD) find it difficult to engage in reciprocal, shared behaviours and technology could be particularly helpful in supporting children’s motivations and skills in this area. Designing educational technologies for children with ASD requires the integration of a complex range of factors including pedagogical and cognitive theories; the affordances of the technology; and the real-world contexts of use. This paper illustrates how these factors informed the design of a novel collaborative virtual reality environment (CVE) for supporting communicative perspective-taking skills for high-functioning children with ASD. Findings from a small-scale study involving eight typically developing (TD) children (aged 8 years) and six children with ASD (verbal mental age 9 years) are also reported. Children with ASD were supported to be reciprocal and collaborative in their responses, suggesting that this CVE could form the basis for a useful technology-based educational intervention
Enabling autistic sociality: unrealised potentials in two-sided social interaction
Research on autism, which is defined as a life-long developmental disability affecting social interaction, has focussed predominantly on how autistic individuals perceive and interact with others with less emphasis on the perspectives of their interactional partners. Yet autistic viewpoints have highlighted how other people are part of a two-way breakdown in interaction originating from differences between people rather than the deficit of any one individual, a phenomenon known as the double empathy problem. A gap therefore exists in the literature in terms of understanding how autistic sociality (i.e. the range of social opportunities possible for a given individual on the spectrum) is shaped by different interactional partners.
This thesis examines the double empathy problem in three interactional contexts. Study 1 examines relationships between autistic people and their family members through focussing on perspective-taking, the ability to impute mental states to others. In light of prior research where autistic abilities have been assessed using abstract scenarios, Study 1 implements a two-way measure of perspective-taking which considers both sides of 22 real-life relationships (n=44) consisting of autistic adults and their family members, to understand how autistic people are seen by familiar others as well as vice versa. It uses a mixed-methods approach, where members of each dyad were individually asked about 12 topics, providing quantitative scores and qualitative explanation of their rating of Self, their rating of their partner, and their predicted rating by their partner. Comparison of perspectives provided a means for detecting misunderstandings and their underlying rationale. The contribution of Study 1 is that it shows perspective-taking is two-sided: family members can be biased in underestimating the perspective-taking of their autistic relatives, while autistic adults are aware of being negatively viewed despite disagreeing with such views.
Study 2 examines interactions between autistic adults (n=30) partaking in a naturally occurring activity of video-gaming at a charity. It is a qualitative study using participant observation, with each conversational turn systematically rated in terms of coherence, affect and symmetry to identify the key features of neurodivergent intersubjectivity, the process through which autistic people build shared understanding in their own non-normative ways. The contribution of Study 2 is to identify two forms of neurodivergent intersubjectivity which enable shared understanding to be achieved, but which have traditionally been viewed as undesirable from a normative social viewpoint: a generous assumption of common ground that, when understood, lead to rapid rapport, and, when not understood, resulted in potentially disruptive utterances; and a low demand for coordination that ameliorated many challenges associated with disruptive turns.
Study 3 examines interactions involving lay people (n=256) who believe they are interacting with an autistic partner through an online collaborative game, when in fact they are playing with an intelligent virtual agent (IVA) who behaves the same way for all participants. Its contribution is methodological as it develops a new application for simulating interactions in experimental research called Dyad3D. Study 3 uses Dyad3D to explore how disclosure of an autism diagnosis by the IVA affects social perception and social behaviour in comparison to a disclosure of dyslexia and a condition where there is no diagnostic disclosure. Combined with a post-game questionnaire, Study 3 triangulates self-reported (quantitative rating scales and qualitative explanation) and behavioural measures (quantitative scores of actions within the game) to understand the interplay of positive and negative discrimination elicited through using the label of autism. It highlights that diagnostic disclosure of autism leads to significant positive bias in social perception when compared to a disclosure of dyslexia or a no disclosure condition; yet participants are not as helpful towards the autistic IVA as they think they are, indicating a potential bias in helping behaviour.
The thesis takes an abductive methodological approach which integrates with a wider call for a more participatory model of research in the study of autism. Abduction is a form of reasoning which involves the iterative development of a hypothesis that holds the best explanatory scope for the underlying phenomena observed. It is inherently aligned with a participatory model of research because abduction involves the ongoing exploration of ideas that may originate from multiple sources (i.e. interactions with autistic people as well as research outputs). Taking a more holistic approach to the development of knowledge with autistic people which recognises the legitimacy of different claims to knowledge is important, because prior research in the field has often failed to critically reflect on researcherparticipant positionality and the principals underlying the development of research agenda. For this reason, the thesis details the participatory activities which surround and interconnect with the development of the three empirical studies.
Overall the thesis contributes to understanding autistic sociality as a dynamic, interactionally shaped process. It reasons that autistic people have unrealised social potential, both in terms of imagining other perspectives (Study 1) and coordinating with others (Study 2). However, such social potential may not be easily recognised by other non-autistic people who may be biased in their assumptions about autism (Study 1 and Study 3). Consequently, the evidence presented in this thesis helps to explain some of the processes that underscore the double empathy problems reported in literature, including poor mental health (because autistic people are aware that they are misunderstood by others, see Study 1), employment prospects (because autistic social potential is under-recognised by others, see Study 1 and 3), and quality of life (because neurotypical standards of communication are not compatible with neurodivergent forms of intersubjectivity, see Study 2). The thesis therefore makes suggestions for how we design enabling environments which are sensitive to the dynamic factors that can enable autistic sociality to flourish
An investigation as to how a computerised multimedia intervention could be of use for practitioners supporting learners with Autism Spectrum Disorder (ASD)
This practice-based action research investigation seeks to make a valuable, original and academic contribution to knowledge in the computing, language, communication and educational fields. The aim was to establish the therapeutic (language and communication skills) and educational (literacy and numeracy skills) use of individual tailored computer games for practitioners supporting learners (end-users) with Autism Spectrum Disorder (ASD). This was achieved through a continuous collaboration of cohorts of computing undergraduate students and academics (the development team) carrying out an assignment for a module designed and successfully led by this PhD student (the researcher). The researcher continually collaborated with practitioners (users – teaching staff and speech and language therapists in schools) of learners with ASD over many years.
The researcher developed a Computerised Multimedia Therapeutic/Educational Intervention (CMT/EI) process, which used an iterative holistic Design-For-One approach for developing individual computer games. An action research methodology was adopted using methodological triangulation ‘quantitative’ and ‘qualitative’ data collection methods. This was to ascertain as to how tailor-made computerised multimedia games developed, could be evaluated by the users as being of therapeutic/educational use for their learners (end-users) with ASD. The researcher originated profiles to establish the diversity of each learner’s spectrum of therapeutic/educational autistic needs, preferences, capabilities, likes, dislikes and interests. The researcher orchestrated, collaborated and supervised the whole process from individual profiles completed by the practitioners, through to the profiles used as a baseline, by the development team, and to the designing, developing and evaluating iterative customised personalised computer games. Four hundred and sixty-four learners with ASD (end-users) and forty-nine practitioners (users) from nine educational establishments across the UK participated in this investigation. Two stages were carried out in an initial application procedure (with one school) and prototype procedure (with a further six schools and 2 educational establishments).
Stage I - Planning, collection, organisation, Design-For-One approach and development. Stage II - Testing, Evaluation, Monitoring, Reflection and Maintenance. Optimistic ‘quantitative’ and ‘qualitative’ evidence emerged (using content analysis) from the implementation of games in the classroom and the practitioner’s therapeutic and educational evaluation of storyboards and games. The documented positive findings led to a conclusion that personalised games which had been developed over a ten-year period, showed to be of therapeutic/educational use to practitioners and their learners with ASD
Blending human and artificial intelligence to support autistic children’s social communication skills
This paper examines the educational efficacy of a learning environment in which children diagnosed with Autism Spectrum Conditions (ASC) engage in social interactions with an artificially intelligent (AI) virtual agent and where a human practitioner acts in support of the interactions. A multi-site intervention study in schools across the UK was conducted with 29 children with ASC and learning difficulties, aged 4-14 years old. For reasons related to data completeness and amount of exposure to the AI environment, data for 15 children was included in the analysis. The analysis revealed a significant increase in the proportion of social responses made by ASC children to human practitioners. The number of initiations made to human practitioners and to the virtual agent by the ASC children also increased numerically over the course of the sessions. However, due to large individual differences within the ASC group, this did not reach significance. Although no evidence of transfer to the real-world post-test was shown, anecdotal evidence of classroom transfer was reported. The work presented in this paper offers an important contribution to the growing body of research in the context of AI technology design and use for autism intervention in real school contexts. Specifically, the work highlights key methodological challenges and opportunities in this area by leveraging interdisciplinary insights in a way that (i) bridges between educational interventions and intelligent technology design practices, (ii) considers the design of technology as well as the design of its use (context and procedures) on par with one another, and (iii) includes design contributions from different stakeholders, including children with and without ASC diagnosis, educational practitioners and researchers
Tablets for two: how dual tablets can facilitate other-awareness and communication in learning disabled children with autism
Learning-disabled children with autism (LDA) are impaired in other-awareness, joint attention and imitation, with a poor prognosis for developing language competence. However, better joint attention and imitation skills are predictors of increased language ability. Our study demonstrates that a collaborative activity delivered on a novel dual-tablet configuration (two wifi-linked tablets) facilitates active other-awareness, incorporating imitation and communicative behaviour, in 8 LDA boys with limited or no language, aged 5 - 12 years. LDA children did a picture-sequencing activity using single and linked dual tablets, partnered by an adult or by an LDA peer. Overall, the dual-tablet configuration generated significantly more active other-awareness than children sharing a single tablet. Active other-awareness was observed in LDA peer partnerships using dual tablets, behaviour absent when peer partnerships shared a single tablet. Dual tablets facilitated more communicative behaviour in adult-child partnerships than single tablets. Hence, supporting collaborative activities in LDA children can facilitate other-awareness and communicative behaviour and adult and peer partnerships make different, but essential contributions to social-cognitive development through the collaborative process
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