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Designing Technology for Inclusive Play

Designing Technology for Inclusive Play PDF Author: Kiley Sobel
Publisher:
ISBN:
Category :
Languages : en
Pages : 146

Book Description
Inclusion is an approach, commonly known within education, in which individuals with and without disabilities meaningfully and equitably participate in the same setting. For children, inclusive programs support the development of important social and emotional skills, like empathy and appreciation for human diversity. Within early childhood inclusive programs, supporting play between children with and without disabilities enables young children to naturally learn how to, for example, communicate, cooperate, make and maintain friendships, and take different perspectives. This play between children with diverse abilities and needs is known as inclusive play. While researchers in other fields have worked to understand how to promote opportunities for children with disabilities to play with their peers in inclusive settings, there is less research in human-computer interaction that works to design and study technologies that promote collaborative play between children with and without disabilities. In this dissertation, I research how technology might be designed to support young children with diverse abilities and needs in playing together, inclusively. Here, I integrate theories and methods from design, human-computer interaction, early childhood inclusive education, and the learning sciences. First, I gained a formative understanding of the design space through design-based and ethnographic-oriented research with children, teachers, and parents. This research enabled me to unpack the attitudes, practices, and environmental factors that may have implications for technology design in this area. For example, transparency about disability, how all children have similarities and differences, and how all children have situated strengths and needs is pivotal in supporting children with inclusive play. Using what I learned from this study, I designed and built a photography-based tablet application, called Incloodle, for neurotypical and neurodivergent children to play with together. I used this system as the basis of laboratory study that allowed me to investigate, in a controlled environment, the impact of specific design features on children’s ability to inclusively play together. One important finding was that Incloodle’s technology-enforcement (i.e., two-person face detection during picture taking) helped children, who otherwise had trouble cooperating, take photographs together that included both their faces in the frame. However, for children who did not need this additional support, technology-enforcement limited their creativity. Drawing on the results of this study, I iterated on the design of Incloodle and added the ability for children to wirelessly print their pictures. I then used this redesigned prototype as an intervention in an inclusive kindergarten classroom for 10 weeks. Using video data I collected during the intervention, I conducted an interaction analysis of how neurodiverse groups of children collaboratively played with Incloodle, with additional support from both me and teachers, in this context. My analysis provides insight into the ways that Incloodle mediated children’s interactions, connections with each other, and negotiation of their positioning in the real world to match what was seen in virtual space. Here, I argue the interactions that emerged during the intervention were evidence of children’s joint learning of how to be inclusive spatially, in verbal and nonverbal communication, and in engagement with, around, and through the device. Drawing together my findings across these three studies, I offer considerations for designing technology for inclusive play as a form of meaningful participation and learning among children with and without disabilities. With this work, I hope to shift how designers think about designing for diverse abilities, accessibility, and collaborative engagement to help create and shape a more equitable, inclusive world.

Designing Technology for Inclusive Play

Designing Technology for Inclusive Play PDF Author: Kiley Sobel
Publisher:
ISBN:
Category :
Languages : en
Pages : 146

Book Description
Inclusion is an approach, commonly known within education, in which individuals with and without disabilities meaningfully and equitably participate in the same setting. For children, inclusive programs support the development of important social and emotional skills, like empathy and appreciation for human diversity. Within early childhood inclusive programs, supporting play between children with and without disabilities enables young children to naturally learn how to, for example, communicate, cooperate, make and maintain friendships, and take different perspectives. This play between children with diverse abilities and needs is known as inclusive play. While researchers in other fields have worked to understand how to promote opportunities for children with disabilities to play with their peers in inclusive settings, there is less research in human-computer interaction that works to design and study technologies that promote collaborative play between children with and without disabilities. In this dissertation, I research how technology might be designed to support young children with diverse abilities and needs in playing together, inclusively. Here, I integrate theories and methods from design, human-computer interaction, early childhood inclusive education, and the learning sciences. First, I gained a formative understanding of the design space through design-based and ethnographic-oriented research with children, teachers, and parents. This research enabled me to unpack the attitudes, practices, and environmental factors that may have implications for technology design in this area. For example, transparency about disability, how all children have similarities and differences, and how all children have situated strengths and needs is pivotal in supporting children with inclusive play. Using what I learned from this study, I designed and built a photography-based tablet application, called Incloodle, for neurotypical and neurodivergent children to play with together. I used this system as the basis of laboratory study that allowed me to investigate, in a controlled environment, the impact of specific design features on children’s ability to inclusively play together. One important finding was that Incloodle’s technology-enforcement (i.e., two-person face detection during picture taking) helped children, who otherwise had trouble cooperating, take photographs together that included both their faces in the frame. However, for children who did not need this additional support, technology-enforcement limited their creativity. Drawing on the results of this study, I iterated on the design of Incloodle and added the ability for children to wirelessly print their pictures. I then used this redesigned prototype as an intervention in an inclusive kindergarten classroom for 10 weeks. Using video data I collected during the intervention, I conducted an interaction analysis of how neurodiverse groups of children collaboratively played with Incloodle, with additional support from both me and teachers, in this context. My analysis provides insight into the ways that Incloodle mediated children’s interactions, connections with each other, and negotiation of their positioning in the real world to match what was seen in virtual space. Here, I argue the interactions that emerged during the intervention were evidence of children’s joint learning of how to be inclusive spatially, in verbal and nonverbal communication, and in engagement with, around, and through the device. Drawing together my findings across these three studies, I offer considerations for designing technology for inclusive play as a form of meaningful participation and learning among children with and without disabilities. With this work, I hope to shift how designers think about designing for diverse abilities, accessibility, and collaborative engagement to help create and shape a more equitable, inclusive world.

Inclusive Design for a Digital World

Inclusive Design for a Digital World PDF Author: Regine M. Gilbert
Publisher: Apress
ISBN: 1484250168
Category : Computers
Languages : en
Pages : 292

Book Description
What is inclusive design? It is simple. It means that your product has been created with the intention of being accessible to as many different users as possible. For a long time, the concept of accessibility has been limited in terms of only defining physical spaces. However, change is afoot: personal technology now plays a part in the everyday lives of most of us, and thus it is a responsibility for designers of apps, web pages, and more public-facing tech products to make them accessible to all. Our digital era brings progressive ideas and paradigm shifts – but they are only truly progressive if everybody can participate. In Inclusive Design for a Digital World, multiple crucial aspects of technological accessibility are confronted, followed by step-by-step solutions from User Experience Design professor and author Regine Gilbert. Think about every potential user who could be using your product. Could they be visually impaired? Have limited motor skills? Be deaf or hard of hearing? This book addresses a plethora of web accessibility issues that people with disabilities face. Your app might be blocking out an entire sector of the population without you ever intending or realizing it. For example, is your instructional text full of animated words and Emoji icons? This makes it difficult for a user with vision impairment to use an assistive reading device, such as a speech synthesizer, along with your app correctly. In Inclusive Design for a Digital World, Gilbert covers the Web Content Accessibility Guidelines (WCAG) 2.1 requirements, emerging technologies such as VR and AR, best practices for web development, and more. As a creator in the modern digital era, your aim should be to make products that are inclusive of all people. Technology has, overall, increased connection and information equality around the world. To continue its impact, access and usability of such technology must be made a priority, and there is no better place to get started than Inclusive Design for a Digital World. What You’ll LearnThe moral, ethical, and high level legal reasons for accessible design Tools and best practices for user research and web developers The different types of designs for disabilities on various platforms Familiarize yourself with web compliance guidelines Test products and usability best practicesUnderstand past innovations and future opportunities for continued improvementWho This Book Is For Practitioners of product design, product development, content, and design can benefit from this book.

Mismatch

Mismatch PDF Author: Kat Holmes
Publisher: MIT Press
ISBN: 0262038889
Category : Technology & Engineering
Languages : en
Pages : 173

Book Description
How inclusive methods can build elegant design solutions that work for all. Sometimes designed objects reject their users: a computer mouse that doesn't work for left-handed people, for example, or a touchscreen payment system that only works for people who read English phrases, have 20/20 vision, and use a credit card. Something as simple as color choices can render a product unusable for millions. These mismatches are the building blocks of exclusion. In Mismatch, Kat Holmes describes how design can lead to exclusion, and how design can also remedy exclusion. Inclusive design methods—designing objects with rather than for excluded users—can create elegant solutions that work well and benefit all. Holmes tells stories of pioneers of inclusive design, many of whom were drawn to work on inclusion because of their own experiences of exclusion. A gamer and designer who depends on voice recognition shows Holmes his “Wall of Exclusion,” which displays dozens of game controllers that require two hands to operate; an architect shares her firsthand knowledge of how design can fail communities, gleaned from growing up in Detroit's housing projects; an astronomer who began to lose her eyesight adapts a technique called “sonification” so she can “listen” to the stars. Designing for inclusion is not a feel-good sideline. Holmes shows how inclusion can be a source of innovation and growth, especially for digital technologies. It can be a catalyst for creativity and a boost for the bottom line as a customer base expands. And each time we remedy a mismatched interaction, we create an opportunity for more people to contribute to society in meaningful ways.

Design Make Play for Equity, Inclusion, and Agency

Design Make Play for Equity, Inclusion, and Agency PDF Author: Harouna Ba
Publisher: Routledge
ISBN: 1351333151
Category : Education
Languages : en
Pages : 253

Book Description
Focuses on the hot-button issue of STEM education and how to effectively—and equitably—stimulate student interest in STEM fields Supported by the lead author’s extensive speaking schedule and media contacts Features leading-edge research and practical advice and provides appealing and accessible forms of engagement that will support a diverse range of audiences and deepen their approach to creative STEM learning Contributions from program developers, facilitators, educators, exhibit designers, and researchers

Inclusive Design

Inclusive Design PDF Author: P.John Clarkson
Publisher: Springer Science & Business Media
ISBN: 1447100018
Category : Technology & Engineering
Languages : en
Pages : 611

Book Description
Inclusive Design: What's in It for Me? presents a comprehensive review of current practice in inclusive design. With emphasis on new ideas for improvement and arguments for wider implementation in future, a unique combination of leading opinions on inclusive design from both industry and academia are offered. The theme throughout encourages a positive view of inclusive design as a good and profitable process and to produce a change to more effective approaches to "design for all". Inclusive Design is composed of two parts with a common chapter structure so that the business and design arguments in favour of inclusive design can be easily compared and assimilated: The Business Case presents the industrial and management benefits of inclusive design. It concentrates on demographic, legal and ethical reasons for all businesses being better off taking inclusivity into account in the design of their products or services. Case histories demonstrating the commercial success of inclusive design are drawn from the experiences of companies such as Tesco, Fiat and The Royal Mail. The Designers' Case focuses on the factors a designer needs to take into account when dealing with inclusivity. "Who is going to use my design?" "What do they need from my design?" "How do I take any medical needs into account?" "Just how "inclusive" is my design?" are all questions answered in this section which presents the necessary tools for effective inclusive design. This part of the book aims to convince a designer that inclusive design is a realistic goal. Inclusive Design will appeal to designers, researchers and students and to managers making decisions about the research and design strategies of their companies.

Designing for Inclusion

Designing for Inclusion PDF Author: Patrick Langdon
Publisher: Springer Nature
ISBN: 3030438651
Category : Technology & Engineering
Languages : en
Pages : 196

Book Description
This proceedings book presents papers from the 10th Cambridge Workshops on Universal Access and Assistive Technology. The CWUAAT series of workshops have celebrated a long history of interdisciplinarity, including design disciplines, computer scientists, engineers, architects, ergonomists, ethnographers, ethicists, policymakers, practitioners, and user communities. This reflects the wider increasing realisation over the long duration of the series that design for inclusion is not limited to technology, engineering disciplines, and computer science but instead requires an interdisciplinary approach. The key to this is providing a platform upon which the different disciplines can engage and see each other’s antecedents, methods, and point of view. This proceedings book of the 10th CWUAAT conference presents papers in a variety of topics including Reconciling usability, accessibility, and inclusive design; Designing inclusive assistive and rehabilitation systems; Designing cognitive interaction with emerging technologies; Designing inclusive architecture; Data mining and visualising inclusion; Legislation, standards, and policy in inclusive design; Situational inclusive interfaces; and The historical perspective: 20 years of CWUAAT. CWUAAT has always aimed to be inclusive in the fields that it invites to the workshop. We must include social science, psychologies, anthropologies, economists, politics, governance, and business. This requirement is now energised by imminent new challenges arising from techno-social change. In particular, artificial intelligence, wireless technologies, and the Internet of Things generate a pressing need for more socially integrated projects with operational consequences on individuals in the built environment and at all levels of design and society. Business cases and urgent environmental issues such as sustainability and transportation should now be a focus point for inclusion in an increasingly challenging world. This proceedings book continues the goal of designing for inclusion, as set out by the CWUAAT when it first started.

Inclusive Design for a Digital World

Inclusive Design for a Digital World PDF Author: Regine M. Gilbert
Publisher:
ISBN:
Category : Computers and people with disabilities
Languages : en
Pages :

Book Description
What is inclusive design ? It is simple. It means that your product has been created with the intention of being accessible to as many different users as possible. For a long time, the concept of accessibility has been limited in terms of only defining physical spaces. However, change is afoot: personal technology now plays a part in the everyday lives of most of us, and thus it is a responsibility for designers of apps, web pages, and more public-facing tech products to make them accessible to all. Our digital era brings progressive ideas and paradigm shifts - but they are only truly progressive if everybody can participate. In Inclusive Design for a Digital World , multiple crucial aspects of technological accessibility are confronted, followed by step-by-step solutions from User Experience Design professor and author Regine Gilbert. Think about every potential user who could be using your product. Could they be visually impaired? Have limited motor skills? Be deaf or hard of hearing? This book addresses a plethora of web accessibility issues that people with disabilities face. Your app might be blocking out an entire sector of the population without you ever intending or realizing it. For example, is your instructional text full of animated words and Emoji icons? This makes it difficult for a user with vision impairment to use an assistive reading device, such as a speech synthesizer, along with your app correctly. In Inclusive Design for a Digital World , Gilbert covers the Web Content Accessibility Guidelines (WCAG) 2.1 requirements, emerging technologies such as VR and AR, best practices for web development, and more. As a creator in the modern digital era, your aim should be to make products that are inclusive of all people. Technology has, overall, increased connection and information equality around the world. To continue its impact, access and usability of such technology must be made a priority, and there is no better place to get started than Inclusive Design for a Digital World . What You'll Learn The moral, ethical, and high level legal reasons for accessible design Tools and best practices for user research and web developers The different types of designs for disabilities on various platforms Familiarize yourself with web compliance guidelines Test products and usability best practices Understand past innovations and future opportunities for continued improvement Who This Book Is For Practitioners of product design, product dev...

Designing a More Inclusive World

Designing a More Inclusive World PDF Author: Simeon Keates
Publisher: Springer Science & Business Media
ISBN: 0857293729
Category : Technology & Engineering
Languages : en
Pages : 271

Book Description
Designing inclusively is no longer an option for companies. It is a business essential. Global populations are getting older, legislation is increasingly prohibitive of unnecessary exclusion and consumer attitudes are beginning to change. Exclusivity is out, inclusivity is in. Research communities the world over are responding to this change in design emphasis. Conferences such as the Cambridge Workshops on Universal Access and Assistive Technology (CWUAAT) offer a forum for researchers from diverse and varied disciplines to bring their perspectives on inclusive design together. This book has been inspired by the second CWUAAT, held in Cambridge, England in March 2004. It contains chapters from an international group of leading researchers in this field. Contributions focus on the following topics: design issues for universal access and assistive technology; enabling computer access and new technologies; and, assistive technology and rehabilitation robotics. This series of conferences is aimed at a broad range of interests, with a general focus on the development of products and solutions. Numerous case studies are used to raise awareness of the challenges faced in developing truly inclusive products, along with examples of good practice for design for a more inclusive world.

Inclusive Designing

Inclusive Designing PDF Author: P. M. Langdon
Publisher: Springer
ISBN: 3319050958
Category : Technology & Engineering
Languages : en
Pages : 275

Book Description
‘Inclusive Designing’ presents the proceedings of the seventh Cambridge Workshop on Universal Access and Assistive Technology (CWUAAT '14). It represents a unique multi-disciplinary workshop for the Inclusive Design Research community where designers, computer scientists, engineers, architects, ergonomists, policymakers and user communities can exchange ideas. The research presented at CWUAAT '14 develops methods, technologies, tools and guidance that support product designers and architects to design for the widest possible population for a given range of capabilities, within a contemporary social and economic context. In the context of developing demographic changes leading to greater numbers of older people and people with disabilities, the general field of Inclusive Design Research strives to relate the capabilities of the population to the design of products. Inclusive populations of older people contain a greater variation in sensory, cognitive and physical user capabilities. These variations may be co-occurring and rapidly changing leading to a demanding design environment. Recent research developments have addressed these issues in the context of: governance and policy; daily living activities; the workplace; the built environment, Interactive Digital TV and Mobile communications. Increasingly, a need has been identified for a multidisciplinary approach that reconciles the diverse and sometimes conflicting demands of Design for Ageing and Impairment, Usability and Accessibility and Universal Access. CWUAAT provides a platform for such a need. This book is intended for researchers, postgraduates, design practitioners, clinical practitioners, and design teachers.

Designing Inclusive Interactions

Designing Inclusive Interactions PDF Author: P. Langdon
Publisher: Springer Science & Business Media
ISBN: 1849961662
Category : Technology & Engineering
Languages : en
Pages : 246

Book Description
Designing Inclusive Interactions contains the proceedings of the fifth Cambridge Workshop on Universal Access and Assistive Technology (CWUAAT), incorporating the 8th Cambridge Workshop on Rehabilitation Robotics, held in Cambridge, England, in March 2010. It contains contributions from an international group of leading researchers in the fields of Universal Access and Assistive Technology. This conference will mainly focus on the following principal topics: 1. Designing assistive and rehabilitation technology for working and daily living environments 2. Measuring inclusion for the design of products for work and daily living 3. Inclusive interaction design and new technologies for inclusive design 4. Assembling new user data for inclusive design 5. The design of accessible and inclusive contexts: work and daily living environments 6. Business advantages and applications of inclusive design 7. Legislation, standards and government awareness of inclusive design