27 research outputs found

    Do-It-Yourself Empowerment as Experienced by Novice Makers with Disabilities

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    Recent HCI research has highlighted the potential afforded by maker technologies for supporting new forms of DIY Assistive Technology (DIY-AT) for people with disabilities. Furthermore, the popular discourse surrounding both the maker movement and disability is one of democratisation and empowerment. Despite this, critics argue that maker movement membership lacks diversity and that within DIY-AT, it is seldom the people with disabilities who are creating such designs. We conducted a qualitative study that explored how people with disabilities experience the empowering potential of making. We analysed online videos by makers with disabilities and conducted fieldwork at two makerspaces. These informed the design of DIY-Abilities, a series of workshops for people with disabilities in which participants could learn different maker technologies and complete their own maker project. Through analysis of participants’ narratives we contribute a new perspective on the specific social and material capacities of accessible maker initiatives

    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

    Working towards fostering programming acceptance in the everyday lives of older and adult people with low levels of formal education:a qualitative case study

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    With the ever-increasing development of digital technologies, understanding their acceptance or rejection is important. A great deal of research, led by the Technology Acceptance Model (TAM), shows that technology acceptance is a hot and complex topic. Much of it has been quantitative and operationalized within mandatory—workplace/organizational—contexts, where instrumental aspects of technology use (e.g., efficiency and productivity) play a central role. In this chapter, we report on a qualitative case study—based on 3 in-person learning courses—of factors that can help us foster programming acceptance in the everyday lives of older and adult people with low levels of formal education. We discuss the relative relevance of technology acceptance constructs, showing that perceived ease-of-use is much less relevant than perceived usefulness, because all participants had to find the fit of programming in their lives. We show that two social aspects—the figure of the course instructor and the group—were key to introduce programming and encourage decision-making. We also discuss some methodological issues, such as the difficulties in asking validated items of TAM (e.g. “I have the knowledge necessary to use the system”) to our participants

    Children and design students practicing playful co-creation in a youth creativity lab

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    Flik: design tool on adaptation process for non-designers in a rehabilitation setting

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    Adaptation is a key practice in rehabilitation that assists the client’s recovery following a disease or injury. Lack of design skills and problem solutions has turned the process into a fuzzy front, especially for entry level therapists. Furthermore, the low adaptation tool rate usage has listed several contributing factors, which includes non-compliance, uncomfortable designs, low aesthetic values, scant personal acceptance, inadequate instructions, and training. However, the design thinking concept has seen an increase with the adoption of interdisciplinary studies in recent years. From the aspect of innovation, the concept seems difficult to implement without close supervision from design experts. That said, a proper design process shall be introduced to therapists for better adaptive tools in the future. The purpose of this study is to assist in the adaptation process for occupational therapy as a self-assisting tool through the design process. This method is a convergence of OT and design practice into a design-health system, which resulted in the development of FLIK (Functionled Innovation Kit), that supports non-designers (therapists) while performing adaptation activities, albeit not possessing formal design knowledge. Overall, this study investigates the opportunity of an interdisciplinary collaboration between design and health sectors; as well as to enhance work practices which is imperative for more effective services and recoveries in future

    Shifting towards community-building in opening up FabLabs for non-expert users

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    In the early days of Fablabs and other digital fabrication spaces (e.g. hackerspaces, makerspaces), these community spaces that offer public, shared access to high-end manufacturing equipment (e.g. 3D-printers, laser cutters) were often described as having the democratizing potential to empower everyone as future makers. However, research showed that non-expert users are often impeded to engage in such spaces due to various challenges (among other things, the unfamiliarity of available tools and machines, a lack of skills and experience). By describing a case study in which we elucidate different strategies that were used to engage non-expert users in FabLab [anonymized], this paper focuses on the mediating role of the design researchers who be

    Shifting towards community-building in opening up FabLabs for non-expert users

    Get PDF
    In the early days of Fablabs and other digital fabrication spaces (e.g. hackerspaces, makerspaces), these community spaces that offer public, shared access to high-end manufacturing equipment (e.g. 3D-printers, laser cutters) were often described as having the democratizing potential to empower everyone as future makers. However, research showed that non-expert users are often impeded to engage in such spaces due to various challenges (among other things, the unfamiliarity of available tools and machines, a lack of skills and experience). By describing a case study in which we elucidate different strategies that were used to engage non-expert users in FabLab [anonymized], this paper focuses on the mediating role of the design researchers who be

    Designing to Restory the Past: Storytelling for Empowerment through a Digital Archive

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    Storytelling is a frequently used approach to design. Stories and storytelling also have a role in mediating information and contributing to people\u27s understanding of the world around them. Previous research suggests that storytelling can be empowering to marginalized and diverse communities, such as Indigenous peoples, by offering a platform to voice their (hi)stories. In this paper, we present a research through design project in which we explore the design of the living archive. This is a web-based digital archive that encourages a user-based approach to restorying the past by focusing on storytelling for empowerment and involving members of Indigenous People, the Sami. We demonstrate how a digital archive can contribute to (re)storying the past in a manner that preserves Indigenous ways of knowing and ethical archiving of social memory. Through this archive, we provide the digital tools for the communities to take on the role to tell their truth and, in doing so, become central in the design and communication of their own stories. In short, design for storytelling to empower those who need a voice

    Seeking information about assistive technology: Exploring current practices, challenges, and the need for smarter systems

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    Ninety percent of the 1.2 billion people who need assistive technology (AT) do not have access. Information seeking practices directly impact the ability of AT producers, procurers, and providers (AT professionals) to match a user's needs with appropriate AT, yet the AT marketplace is interdisciplinary and fragmented, complicating information seeking. We explored common limitations experienced by AT professionals when searching information to develop solutions for a diversity of users with multi-faceted needs. Through Template Analysis of 22 expert interviews, we find current search engines do not yield the necessary information, or appropriately tailor search results, impacting individuals’ awareness of products and subsequently their availability and the overall effectiveness of AT provision. We present value-based design implications to improve functionality of future AT-information seeking platforms, through incorporating smarter systems to support decision-making and need-matching whilst ensuring ethical standards for disability fairness remain

    Making at the Margins: Making in an Under-resourced e-Waste Recycling Centre

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    HCI1and CSCW literature has extensively studied a wide variety of maker cultures. In this paper, we focus on understanding what making is like for people and communities who do not have access to advanced technological infrastructures. We report on six-month-long ethnographic fieldwork at a non-profit, resource-constrained, e-waste recycling centre that engages members from a low socioeconomic status (SES) community in making activities. Our findings show that making in such a setting is shaped by local economic and social factors in a resource-constrained environment and highlight how this community engages in a wide range of making activities. In describing these making activities, we emphasize how making was conducted to purposely enable ongoing and future making by others; promoted the wellbeing and skill development of centre members; and was socially-engaged to address concerns in the local community. We conclude by discussing how such type of making contributes a new understanding of maker culture, one that is appreciative of resource-constraints, integrates different sources of value, and is embedded in local place
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