6,137 research outputs found

    Include 2011 : The role of inclusive design in making social innovation happen.

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    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

    Students with Visual Impairments\u27 Access and Participation in the Science Curriculum: Views of Teachers of Students with Visual Impairments

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    Science is a core curricular area of instruction for all students and the federal mandates of the Individuals with Disabilities Education Act (2004) and No Child Left Behind (2001) require that students with disabilities are educated in the least restrictive environment and have access to general education science content, based upon rigorous standards. While, most students with visual impairments are educated in the general science classroom, few studies have been done to determine whether appropriate accommodations and modifications are being made in those classrooms to meet the specialized needs of these students. A 35 question survey instrument was disseminated to teachers of the visually impaired through a Visual Impairments Listserve and Facebook group to help determine what pedagogical practices, accommodations, modifications, adaptive equipment and instructional practices are being used to educate students with visual impairments in the United States and Canada. This study helped inform how students with visual impairments are being educated in the science classroom

    Challenges in Inclusiveness for People with Disabilities within STEM Learning and Working Environments

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    This report is a reflection on the necessity for the inclusion of people with disabilities in the field of STEM and the different methods and processes that need to be revised or implemented to achieve this goal. It will delve into further detail about the challenges facing PWDs in STEM through interview anecdotes and survey results. Each solution offered will be accompanied by thorough research and support. Policymakers, teachers and students may use these recommendations to break down barriers to STEM careers and build a more inclusive future

    Exploring the Integration of Disability Awareness into Tertiary Teaching and Learning Activities

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    A desire to have every student attending our University be aware of, and reflect on, disability in their studies and future careers, initiated our project to explore how to enhance disability awareness within all our University’s papers. In this project we systematically reviewed pertinent literature and ran an action research workshop for staff. Strategies to enhance disability awareness identified in the literature and workshop were presented and verified at an interactive conference presentation. Embedding disability awareness into curricula is challenging; staff considered themselves powerless to bring about change in their departments, but thought that one way to do so would be by modelling inclusive behaviour and by introducing subtle inclusive practices into papers taught. The identified strategies may be of use to others contemplating similar curricular modifications

    Seeing Our Blind Spots: Smart Glasses-Based Simulation to Increase Design Students’ Awareness of Visual Impairment

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    As the population ages, many will acquire visual impairments. To improve design for these users, it is essential to build awareness of their perspective during everyday routines, especially for design students. Although several visual impairment simulation toolkits exist in both academia and as commercial products, analog, and static visual impairment simulation tools do not simulate effects concerning the user’s eye movements. Meanwhile, VR and video see-through-based AR simulation methods are constrained by smaller fields of view when compared with the natural human visual field and also suffer from vergence-accommodation conflict (VAC) which correlates with visual fatigue, headache, and dizziness. In this paper, we enable an on-the-go, VAC-free, visually impaired experience by leveraging our optical see-through glasses. The FOV of our glasses is approximately 160 degrees for horizontal and 140 degrees for vertical, and participants can experience both losses of central vision and loss of peripheral vision at different severities. Our evaluation (n =14) indicates that the glasses can significantly and effectively reduce visual acuity and visual field without causing typical motion sickness symptoms such as headaches and or visual fatigue. Questionnaires and qualitative feedback also showed how the glasses helped to increase participants’ awareness of visual impairment

    Industry attitudes and behaviour towards web accessibility in general and age-related change in particular and the validation of a virtual third-age simulator for web accessibility training for students and professionals

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    While the need for web accessibility for people with disabilities is widely accepted, the same visibility does not apply to the accessibility needs of older adults. This research initially explored developer behaviour in terms of how they presented accessibility on their websites as well as their own accessibility practices in terms of presentation of accessibility statements, the mention of accessibility as a selling point to potential clients and homepage accessibility of company websites. Following from this starting point the research focused in on web accessibility for ageing in particular. A questionnaire was developed to explore the differences between developer views of general accessibility and accessibility for older people. The questionnaire findings indicated that ageing is not seen as an accessibility issue by a majority of developers. Awareness of ageing accessibility documentation was also very low, highlighting the need for raising awareness of accessibility practices for ageing. Current age-related documentation developed by the Web Accessibility Initiative was then examined and critiqued. The findings show a tension between the machine-centric Web Content Accessibility Guidelines 2.0 (WCAG 2.0) and the needs of older people. Examination of guidelines when compared to research-derived findings reveal that the Assistive Technology (AT) centric structure of the documentation does not appropriately highlight accessibility practices in a context that matches the observed behaviour of older people. The documentation also fails to appropriately address the psycho-social ramifications of how older people choose to interact with technology as well as how they identify themselves in relation to any conditions they have which may be considered disabling. The need for a novel, engaging and awareness-raising tool resulted in the development of what is essentially a "Virtual third-age simulator". This ageing simulator is the first to combine multiple impairments in an active simulation and uses eye-tracking technology to increase the fidelity of conditions resulting in partial sightedness. It also allows for developers to view their own web content in addition to the lessons provided using the simulations presented in the software. The simulator was then validated in terms of its ability to raise awareness as well as its ability to affect web industry professionals' intentions towards accessible practices that benefit older people

    Including universal design in a summer camp workshop on robotics

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    In this paper we will describe a summer camp short-course intended for high-school students with excellent qualifications. The course is addressed to students who are thinking on studying a technical career including a section on universal design for the first time. The department of Mathematics and Computer Science at Universitat de Barcelona will host a workshop on robotics next summer within the context of Campus Científicos de Verano by Fundación Española para la Ciencia y la Tecnología.. High-school students will be selected around Spain based on their qualifications and motivation to attend the workshop. The first activity in the summer camp will be the building of Lego Mindstorms robots. These robots contain several sensors and actuators that can be programmed to do different tasks. One of the robots will be programmed to be able to track a line and another two will be programmed to do a Sumo fight on their own. Students will learn how to use sensors and actuators and code programming algorithms. For the second activity the students will develop a Mobile App with the MIT App Inventor2 software [1] in order to control the robots. In this activity students will learn how to program apps in a simple way to complete their understanding of programming. Taking into account European Higher Education Area requirements for Accessibility in technical careers, this workshop will introduce an innovation; the third activity will consist in the adaptation of the app and robots for multimodal access (including sound and sight redundant warnings) and the readjustment of the app’s buttons for users with motor and visual disabilities (e.g. making the buttons bigger and with non-repeating behaviour). Students attending the summer camp will be introduced to the needs and skills of different user profiles of people with disabilities. After this theoretical introduction, they will experience motor and visual disabilities with simulations inspired by the Inclusive design Toolkit resource [2] ].And finally, they will modify the app based on IEEE RWEP Accessible apps by Ayanna Howard [3] so to maximise the accessibility possibilities of App Inventor. Complementary resources will be made available to those students showing interest in this area, such as RWEP prosthetic hands projects, other toolkits and bibliography. This will serve as a first experience for the students and there is no prevision of including technical aids such as GRID2 or similar [4] due to budget restrictions. There are no students with disabilities registered for this year edition so the course does not seek accessibility for participants as authors. We will consider working on accessibility for participants of the following editions of this workshop, building on past experiences reaching this goal [5] [6] [7]. The main focus of the workshop is to encourage the creative learning of a robots summer camp [8], [9] with the inclusion of universal design as an essential requirement in the design and development of computer applications or systems. With this initiative we want to increase awareness on accessibility requirements for future technical students.PID U

    Using Wii technology to explore real spaces via virtual environments for people who are blind

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    Purpose - Virtual environments (VEs) that represent real spaces (RSs) give people who are blind the opportunity to build a cognitive map in advance that they will be able to use when arriving at the RS. Design - In this research study Nintendo Wii based technology was used for exploring VEs via the Wiici application. The Wiimote allows the user to interact with VEs by simulating walking and scanning the space. Finding - By getting haptic and auditory feedback the user learned to explore new spaces. We examined the participants' abilities to explore new simple and complex places, construct a cognitive map, and perform orientation tasks in the RS. Originality – To our knowledge, this finding presents the first virtual environment for people who are blind that allow the participants to scan the environment and by this to construct map model spatial representations

    Effects of Disability Awareness Educational Programs on an Inclusive Classroom

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    Students with disabilities are more often than not included in the general education classroom. This study develops and implements a Disability Awareness Program in a fourth grade classroom and through action research, determines whether the program was influential in shaping positive behaviors towards students with disabilities. The students were exposed to five disability lessons on autism, physical disabilities, dyslexia, blindness/ vision impairments and accessibility. Three lessons, beginning, middle and end, began with questionnaires on disability knowledge and moral thinking. Each lesson was partnered with open discussion. In response to the positive attitudes, the classroom environment become more inclusive of students with disabilities, provided a more welcoming learning environment and fostered better friendships among all students. By educating students on different disabilities, they became more accepting and understanding of individual differences. The individual lessons, activities and discussions allowed students to critically think about the treatment of people with disabilities and the importance of inclusion to benefit their development and happiness
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