7,014 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

    Surveying Persons with Disabilities: A Source Guide (Version 1)

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    As a collaborator with the Cornell Rehabilitation Research and Training Center on Disability Demographics and Statistics, Mathematica Policy Research, Inc. has been working on a project that identifies the strengths and limitations in existing disability data collection in both content and data collection methodology. The intended outcomes of this project include expanding and synthesizing knowledge of best practices and the extent existing data use those practices, informing the development of data enhancement options, and contributing to a more informed use of existing data. In an effort to provide the public with an up-to-date and easily accessible source of research on the methodological issues associated with surveying persons with disabilities, MPR has prepared a Source Guide of material related to this topic. The Source Guide contains 150 abstracts, summaries, and references, followed by a Subject Index, which cross references the sources from the Reference List under various subjects. The Source Guide is viewed as a “living document,” and will be periodically updated

    The experiment of Community involvement in a project planning within the historical context of Rome city

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    The PhD student proposes a method of community involvement in the planning and in the regeneration of historical centers, in support of the city’s accessibility and people’s well-being. The outcomes of the research are the analysis and the studies conducted over three years with people with sensory, physical and cognitive impairments on the sustainable mobility of historical spaces of Rome, thanks to an agreement between the Phd Student Start up Research Project financed by Sapienza, Università di Roma and the Municipality of Rome. Citizens are involved in the analysis process: they communicate their opinions, impressions, perceptions and needs related to the city experience through a dedicated help-desk, in return, they receive an advice service and a design project for their apartment that suits their necessities. Thanks also to several tours and surveys conducted with people with special needs, the phd student studies the human senses, the perception of the space, the physical barriers, natural and urban elements, with the aim to elaborate an accessibility-map of the City Center Cultural Heritage and Archaeological Sites. Citizens can contribute by sharing information about the status of the public spaces, or by giving advice on adaptive-ergonomic urban furnishings. The research aims to elaborate an application for mobile systems that identifies an interactive cartography of the city available for all the citizens, especially people with reduced mobility. The map, developed on multiple layers, also contains the layer made up of people’s emotions and their perceptions

    Dialogue appropriate to assistive technology product design: A taxonomy of communication formats in relation to modes of sensory perception

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    This article reviews the use of dialogue and associated communication formats within the context of participatory or co-design decision-making processes in the development of assistive technologies. My professional experience as a designer, researcher, and educator suggested the dialogue among the designer, end-user, and associated stakeholders is critical to effective and economic product development. The research I report on here is a systematic analysis of that understanding. First, I conducted a literature review which established that there was no standard meaning for the term “dialogue.” The literature review highlighted the challenges of reduced options for communication through the compounding constraints of culture, language, and impairment. I then conducted a summative content analysis on twenty case studies to identify and define the terminology and points to consider in collaborative dialogue between designers and people who need assistive technologies. This analysis led to the development of a taxonomy of communication formats matched to specific sensory inputs and these have been structured to work as a heuristic design tool. Of the forty-one formats defined, around two-thirds were used in the literature reviewed. Notably, more than half the studies used just over a quarter of the formats. The definitions of dialogue and the design heuristics I put forward in this paper require further debate and refinement to be effective to wider applications

    Navigating Matters of Concern in Participatory Design

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    Designing movement-based play with young people using powered wheelchairs

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    Young people using powered wheelchairs have limited access to engaging leisure activities. We address this issue through a two-stage project; 1) the participatory development of a set of wheelchair-controlled, movement-based games (with 9 participants at a school that provides education for young people who have special needs) and 2) three case studies (4 participants) exploring player perspectives on a set of three wheelchair-controlled casual games. Our results show that movement-based playful experiences are engaging for young people using powered wheelchairs. However, the participatory design process and case studies also reveal challenges for game accessibility regarding the integration of movement in games, diversity of abilities among young people using powered wheelchairs, and the representation of disability in games. In our paper, we explore how to address those challenges in the development of accessible, empowering movement-based games, which is crucial to the wider participation of young people using powered wheelchairs in play

    Designing assisted living technologies 'in the wild' : preliminary experiences with cultural probe methodology

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    Background There is growing interest in assisted living technologies to support independence at home. Such technologies should ideally be designed ‘in the wild’ i.e. taking account of how real people live in real homes and communities. The ATHENE (Assistive Technologies for Healthy Living in Elders: Needs Assessment by Ethnography) project seeks to illuminate the living needs of older people and facilitate the co-production with older people of technologies and services. This paper describes the development of a cultural probe tool produced as part of the ATHENE project and how it was used to support home visit interviews with elders with a range of ethnic and social backgrounds, family circumstances, health conditions and assisted living needs. Method Thirty one people aged 60 to 98 were visited in their homes on three occasions. Following an initial interview, participants were given a set of cultural probe materials, including a digital camera and the ‘Home and Life Scrapbook’ to complete in their own time for one week. Activities within the Home and Life Scrapbook included maps (indicating their relationships to people, places and objects), lists (e.g. likes, dislikes, things they were concerned about, things they were comfortable with), wishes (things they wanted to change or improve), body outline (indicating symptoms or impairments), home plan (room layouts of their homes to indicate spaces and objects used) and a diary. After one week, the researcher and participant reviewed any digital photos taken and the content of the Home and Life Scrapbook as part of the home visit interview. Findings The cultural probe facilitated collection of visual, narrative and material data by older people, and appeared to generate high levels of engagement from some participants. However, others used the probe minimally or not at all for various reasons including limited literacy, physical problems (e.g. holding a pen), lack of time or energy, limited emotional or psychological resources, life events, and acute illness. Discussions between researchers and participants about the materials collected (and sometimes about what had prevented them completing the tasks) helped elicit further information relevant to assisted living technology design. The probe materials were particularly helpful when having conversations with non-English speaking participants through an interpreter. Conclusions Cultural probe methods can help build a rich picture of the lives and experiences of older people to facilitate the co-production of assisted living technologies. But their application may be constrained by the participant’s physical, mental and emotional capacity. They are most effective when used as a tool to facilitate communication and development of a deeper understanding of older people’s needs

    MapSense: Design and Field Study of Interactive Maps for Children Living with Visual Impairments

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    We report on the design process leading to the creation of MapSense, a multi-sensory interactive map for visually impaired children. We conducted a formative study in a specialized institute to understand children’s educational needs, their context of care and their preferences regarding interactive technologies. The findings (1) outline the needs for tools and methods to help children to acquire spatial skills and (2) provide four design guidelines for educational assistive technologies. Based on these findings and an iterative process, we designed and deployed MapSense in the institute during two days. It enables collaborations between children with a broad range of impairments, proposes reflective and ludic scenarios and allows caretakers to customize it as they wish. A field experiment reveals that both children and caretakers considered the system successful and empowering
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