14,643 research outputs found
Include 2011 : The role of inclusive design in making social innovation happen.
Include is the biennial conference held at the RCA and hosted by the Helen Hamlyn Centre for Design. The event is directed by Jo-Anne Bichard and attracts an international delegation
Paper Prototyping Comfortable VR Play for Diverse Sensory Needs
We co-designed paper prototype dashboards for virtual environments for three children with diverse sensory needs. Our goal was to determine individual interaction styles in order to enable comfortable and inclusive play. As a first step towards an inclusive virtual world, we began with designing for three sensory-diverse children who have labels of neurotypical, ADHD, and autism respectively. We focused on their leisure interests and their individual sensory profiles. We present the results of co-design with family members and paper prototyping sessions conducted by family members with the children. The results contribute preliminary empirical findings for accommodating different levels of engagement and empowering users to adjust environmental thresholds through interaction design
Increasing Access to Outdoor Play for Families of Children with Disabilities
Background. There are various benefits, supports, and barriers which contribute to participation in outdoor play for children with disabilities. Rainbow Tree Therapies (RTT) and its community face various accessibility challenges that limit outdoor play participation.
Purpose. The purpose of this project was to develop educational materials and resources for families of children with disabilities who have experienced accessibility concerns.
Approach. The approach of this project can be divided into 4 activities: (1) evaluation of RTT, (2) creation of accessible garden planters, (3) development of educational materials, and (4) analysis of survey results.
Outcomes. There were seven survey responses, all of which identified themselves as parents. Respondents noted the desire to increase community accessibility, specifically including playgrounds as an area of need. Parents ranked high confidence levels in understanding accessibility, advocating for their child, and teaching their child self-advocacy skills following educational lesson participation.
Implications. Making community spaces truly accessible and inclusive is a big undertaking that requires collaboration from leaders, professionals, and families. OT practitioners can and should undertake advocacy when considering accessibility, inclusion, and universal design
Human-centred design methods : developing scenarios for robot assisted play informed by user panels and field trials
Original article can be found at: http://www.sciencedirect.com/ Copyright ElsevierThis article describes the user-centred development of play scenarios for robot assisted play, as part of the multidisciplinary IROMEC1 project that develops a novel robotic toy for children with special needs. The project investigates how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents, etc.). This article explains the developmental process of constructing relevant play scenarios for children with different special needs. Results are presented from consultation with panel of experts (therapists, teachers, parents) who advised on the play needs for the various target user groups and who helped investigate how robotic toys could be used as a play tool to assist in the children’s development. Examples from experimental investigations are provided which have informed the development of scenarios throughout the design process. We conclude by pointing out the potential benefit of this work to a variety of research projects and applications involving human–robot interactions.Peer reviewe
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Making sense of assets: Community asset mapping and related approaches for cultivating capacities
This working paper critically reviews some main aspects from asset based approaches highlights key strengths and weaknesses for future research/development. Drawing on a large body of reports and relevant literature we draw on different theoretical traditions and critiques, as well as practices and processes embedded within a broad range of approaches including, widely acknowledged frameworks such Asset Based Community Development (ABCD), Appreciative Inquiry (AI), Sustainable Livelihood Approaches (SLA) and Community Capitals Framework (CCF). Although these are presented as distinct approaches, there is a sense of evolution through them and many of them overlap (in terms of both theories and methodologies). We also include emerging frameworks, including geographical, socio-spatial, visual and creative approaches, stemming from a number of projects within AHRC’s Connected Communities programme and additional collaborations
We Dare You: A Lifecycle Study of a Substitutional Reality Installation in a Museum Space
In this article, we present a lifecycle study of We Dare You, a
Substitutional Reality (SR) installation that combines visual and tactile
stimuli. The installation is set up in a center for architecture, and invites
visitors to explore its facade while playing with vertigo, in a visual Virtual
Reality (VR) environment that replicates the surrounding physical space of the
installation. Drawing on an ethnographic approach, including observations and
interviews, we researched the exhibit from its opening, through the initial
months plagued by technical problems, its subsequent success as a social and
playful installation, on to its closure, due to COVID-19, and its subsequent
reopening. Our findings explore the challenges caused by both the hybrid nature
of the installation, as well as the visitor' playful use of the installation
which made the experience social and performative - but also caused some
problems. We also discuss the problems We Dare You faced in light of hygiene
demands due to COVID-19. The analysis contrasts the design processes and
expectations of stakeholders with the audience's playful appropriation, which
led the stakeholders to see the installation as both a success and a failure.
Evaluating the design and redesign through use on behalf of visitors, we argue
that an approach that further opens up the post-production experience to a
process of continuous redesign based on the user input - what has been termed
"design-after-design" - could facilitate the design of similar experiences in
the museum and heritage sector, supporting a participatory agenda in the design
process, and helping to resolve the tension between stakeholders' expectations
and visitors' playful appropriations.Comment: Accepted to be published in the Journal on Computing and Cultural
Heritage (JOCCH
Computer Entertainment Technologies for the Visually Impaired: An Overview
Over the last years, works related to accessible technologies have increased both in number and in quality. This work presents a series of articles which explore different trends in the field of accessible video games for the blind or visually impaired. Reviewed articles are distributed in four categories covering the following subjects: (1) video game design and architecture, (2) video game adaptations, (3) accessible games as learning tools or treatments and (4) navigation and interaction in virtual environments. Current trends in accessible game design are also analysed, and data is presented regarding keyword use and thematic evolution over time. As a conclusion, a relative stagnation in the field of human-computer interaction for the blind is detected. However, as the video game industry is becoming increasingly interested in accessibility, new research opportunities are starting to appear
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