11,056 research outputs found

    Weaving Lighthouses and Stitching Stories: Blind and Visually Impaired People Designing E-textiles

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    We describe our experience of working with blind and visually impaired people to create interactive art objects that are personal to them, through a participatory making process using electronic textiles (e-textiles) and hands-on crafting techniques. The research addresses both the practical considerations about how to structure hands-on making workshops in a way which is accessible to participants of varying experience and abilities, and how effective the approach was in enabling participants to tell their own stories and feel in control of the design and making process. The results of our analysis is the offering of insights in how to run e-textile making sessions in such a way for them to be more accessible and inclusive to a wider community of participants

    Design and User Satisfaction of Interactive Maps for Visually Impaired People

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    Multimodal interactive maps are a solution for presenting spatial information to visually impaired people. In this paper, we present an interactive multimodal map prototype that is based on a tactile paper map, a multi-touch screen and audio output. We first describe the different steps for designing an interactive map: drawing and printing the tactile paper map, choice of multi-touch technology, interaction technologies and the software architecture. Then we describe the method used to assess user satisfaction. We provide data showing that an interactive map - although based on a unique, elementary, double tap interaction - has been met with a high level of user satisfaction. Interestingly, satisfaction is independent of a user's age, previous visual experience or Braille experience. This prototype will be used as a platform to design advanced interactions for spatial learning

    enabling access to cultural heritage for the visually impaired an interactive 3d model of a cultural site

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    Abstract We have developed low cost interactive 3D models that improve access to architectural details of cultural sites for all, including people with vision impairments. Our approach uses rapid prototyping and 3D printing along with a very small single-board computer for automating user interaction. As a case study, we developed a prototype model of "Piazza dei Miracoli" (Pisa, Italy), the famous square where the Leaning Tower is located. The system is a combination of tactile information with audio descriptions to enable potential users to explore the artifact autonomously. We exploited low-cost and partially open-source technologies, thus rendering our system easily replicable. We evaluated the interactive system with a group of eight completely blind and partially sighted users. Our user test confirmed the validity of our approach: (1) the three-dimensional models and the tactile reproduction of details obtained via a low-cost 3D printing solution are well perceived by touch; (2) the semantic aural information activated via perceptible buttons on demand and the different content levels for the audio tracks are suitable for an interactive, autonomous and satisfying exploration

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Designing a Portable Museum Display of Native American Stone Projectile Points (Arrowheads) to Ensure Accessibility and Tactile Quality

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    Two archaeologists and one engineering professor designed a prototype of a traveling museum exhibit that is inclusive to both blind and sighted visitors. While three dimensional (3D) replicas provide tactile information to people who are blind or have low vision, they can also be appreciated by sighted people. This paper describes the process of creating 3D replicas of stone projectile points (spear tips and arrowheads) that are found in the collections of the Maryland Archaeological and Conservation Laboratory. We define the design considerations related to (1) scanning artifacts to acquire accurate data with which to produce high-quality replicas, and (2) ensuring that visitors can retrieve information about these artifacts, including electronic braille and audio-text descriptions accessed through quick response (QR) codes on a common web-enabled smartphone

    Modular 3-D-printed education tool for blind and visually impaired students oriented to net structures

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    Contribution: This article presents the design, creation, testing, and results after the use of a 3-D-printed educational tool that helped a blind student learning electric circuits theory in higher education. Background: Educational tools oriented to visually impaired and blind students in higher education are limited or even nonexistent in the STEM area. Previous developments on the field present in the literature, including other 3-D printing solutions, have been revised and compared to the proposed educational tool. Intended Outcomes: The tool was tested by a blind student in order to test the potential of the design to achieve a better understanding of the topology and performance of electric circuits. The main purpose of the tool described in this work is helping to increase the resources available in the field of teaching students with visual impairments. Application Design: 3-D technology has the potential to be used to create accessibility tools for visually impaired and blind individuals. Modular systems can be used to create complex structures using simple elements. A modular 3-D-printed tool was fabricated to help blind and visually impaired students to learn net structures. Findings: The 3-D tool has allowed the blind student to work autonomously in the study of simple electric circuits and supplies the teacher with a resource to communicate with the student in an easy and fast way. Updated design can be used to describe more complex net structures that can be applied to most electric circuits despite their complexity. The use of the modular system provided the blind student with a direct representation of the whole subject, even when it involved a great amount of graphical information and manipulation.This work was supported by the "Programa de AtenciĂłn a Estudiantes con Discapacidad" from Universidad Carlos III de Madrid

    PRINT3D, a Service-Learning Project for Improving Visually Impaired Accessibility Through Educational 3D Printing

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    Well-executed service-learning projects are a high-value educational element. However, these projects commonly focus on overused topics and unbalanced executions which can produce the opposite effect to that desired when working with groups of people with functional diversity. PRINT3D is a service-learning project aimed at improving accessibility for people with visual disabilities while helping primary and secondary school students learn basic engineering skills through 3D design and printing. Under the support of the European Erasmus+ Programme, this project brought together nongovernmental organizations, teacher professional development centers, business enterprises, and educational centers to collaborate for two school years. The project activities aimed to promote empathy with visually impaired individuals, understand their accessibility needs, generate and prototype solutions, work collaboratively, and 3D design and print objects such as subway line plans, facility plans, signage, and artistic objects that are accessible to the visually impaired. The results of the project were increased motivation, social awareness, and technical skills, especially among students with a higher risk of dropping out of school
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