2,161 research outputs found

    Low-fi skin vision: A case study in rapid prototyping a sensory substitution system

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    We describe the design process we have used to develop a minimal, twenty vibration motor Tactile Vision Sensory Substitution (TVSS) system which enables blind-folded subjects to successfully track and bat a rolling ball and thereby experience 'skin vision'. We have employed a low-fi rapid prototyping approach to build this system and argue that this methodology is particularly effective for building embedded interactive systems. We support this argument in two ways. First, by drawing on theoretical insights from robotics, a discipline that also has to deal with the challenge of building complex embedded systems that interact with their environments; second, by using the development of our TVSS as a case study: describing the series of prototypes that led to our successful design and highlighting what we learnt at each stage

    User Driven Innovation: Incorporating Disabled Lead Users in Early Phase Product Development

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    How can disabled non-designers play a leading role in product development? As part of early phase product ideation, designers often rely on methods (Pahl & Beitz, 1996, Chapter 4). These methods help designers develop appropriate solutions to design problems. However, ideation processes may also involve non-designers. These could be end-users, managers, domain experts or other stakeholders. A very specific form of user involvement is through lead users. Lead users can be identified as: 1) being at the leading edge of an important market trend, and experiencing needs that will later be experienced by many users in that market, and 2) anticipating relatively high benefits from obtaining a solution to their needs. This motivates them to participate. They are often a limited group of persons with specialized skills or experiences (Urban & von Hippel, 1988). In this paper discuss the involvement of disabled lead users in early product development. We will focus on generative methods used for the creation of a wearable mobility device. The device consists, in part, of a 3D, time-of-flight DepthSense camera by Softkinetic, combined with a wearable tactile display developed by Elitac, two technology manufacturers. In addition to reflecting on our approach, we also introduce relevant research themes involving disabled lead users

    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

    Viia-hand: a Reach-and-grasp Restoration System Integrating Voice interaction, Computer vision and Auditory feedback for Blind Amputees

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    Visual feedback plays a crucial role in the process of amputation patients completing grasping in the field of prosthesis control. However, for blind and visually impaired (BVI) amputees, the loss of both visual and grasping abilities makes the "easy" reach-and-grasp task a feasible challenge. In this paper, we propose a novel multi-sensory prosthesis system helping BVI amputees with sensing, navigation and grasp operations. It combines modules of voice interaction, environmental perception, grasp guidance, collaborative control, and auditory/tactile feedback. In particular, the voice interaction module receives user instructions and invokes other functional modules according to the instructions. The environmental perception and grasp guidance module obtains environmental information through computer vision, and feedbacks the information to the user through auditory feedback modules (voice prompts and spatial sound sources) and tactile feedback modules (vibration stimulation). The prosthesis collaborative control module obtains the context information of the grasp guidance process and completes the collaborative control of grasp gestures and wrist angles of prosthesis in conjunction with the user's control intention in order to achieve stable grasp of various objects. This paper details a prototyping design (named viia-hand) and presents its preliminary experimental verification on healthy subjects completing specific reach-and-grasp tasks. Our results showed that, with the help of our new design, the subjects were able to achieve a precise reach and reliable grasp of the target objects in a relatively cluttered environment. Additionally, the system is extremely user-friendly, as users can quickly adapt to it with minimal training

    Designing with and for people living with visual impairments: audio-tactile mock-ups, audio diaries and participatory prototyping

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    © 2015 Taylor & Francis. Methods used to engage users in the design process often rely on visual techniques, such as paper prototypes, to facilitate the expression and communication of design ideas. The visual nature of these tools makes them inaccessible to people living with visual impairments. In addition, while using visual means to express ideas for designing graphical interfaces is appropriate, it is harder to use them to articulate the design of non-visual displays. In this article, we present an approach to conducting participatory design with people living with visual impairments incorporating various techniques to help make the design process accessible. We reflect on the benefits and challenges that we encountered when employing these techniques in the context of designing cross-modal interactive tools

    Empowering design through non-visual process: The blind add new vision to innovation

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    Currently, the design of products and services is focused on visual processes that exclude the other senses. The study herein presented explores the flaws of using a fully visual approach in the areas of education, product design and services. This paper also discusses the deficiencies of a first order thinking approach and presents an alternative based on second order thinking that can be used to overcome these weaknesses while at the same time nurturing innovation. Through this narrative Rachel Magario, a blind student in the business and interaction design graduate programs at the University of Kansas, shows how she was able to overcome the mechanical limitations inherent in a visually oriented academic world. Magario explains how a project to design a tactile map taught her to look for solutions through a second order thinking approach complemented by the use of low fidelity prototypes. In this process she was able to create audio and Velcro low fidelity prototypes to fill in the gaps of research for audio and haptic design. All this was achieved through a process of observing, reflecting, imagining and building to validate hypotheses that can be approached through second order thinking, frameworks and methods into the design process. The result is a process anchored in a human and activity centered design that accounts for all senses and can be used to achieve success in different areas of innovation

    Map design for visually impaired people: past, present, and future research

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    International audienceOrientation and mobility are amongst the most important challenges for visually impaired people. Tactile maps can provide them with spatial knowledge of their environment, thereby reducing fear related to travelling in space. To date, raised-line paper maps have been used to make geographic information accessible, but these paper maps have significant limitations with regards to content and the presentation of information. Recent advances in technology may help to design usable interactive maps that overcome such limitations. In this paper, we first review different accessible map concepts. We then present our design of an interactive map prototype, and provide evidence of this interactive map’s high user satisfaction and efficiency as compared to a regular raised-line paper map. To conclude, we suggest that advances in interactive technologies (e.g., haptic touch surfaces) provide a unique opportunity to design usable maps in the near future

    Designing a New Tactile Display Technology and its Disability Interactions

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    People with visual impairments have a strong desire for a refreshable tactile interface that can provide immediate access to full page of Braille and tactile graphics. Regrettably, existing devices come at a considerable expense and remain out of reach for many. The exorbitant costs associated with current tactile displays stem from their intricate design and the multitude of components needed for their construction. This underscores the pressing need for technological innovation that can enhance tactile displays, making them more accessible and available to individuals with visual impairments. This research thesis delves into the development of a novel tactile display technology known as Tacilia. This technology's necessity and prerequisites are informed by in-depth qualitative engagements with students who have visual impairments, alongside a systematic analysis of the prevailing architectures underpinning existing tactile display technologies. The evolution of Tacilia unfolds through iterative processes encompassing conceptualisation, prototyping, and evaluation. With Tacilia, three distinct products and interactive experiences are explored, empowering individuals to manually draw tactile graphics, generate digitally designed media through printing, and display these creations on a dynamic pin array display. This innovation underscores Tacilia's capability to streamline the creation of refreshable tactile displays, rendering them more fitting, usable, and economically viable for people with visual impairments
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