Your SlideShare is downloading. ×
Inclusive Learning through Technology in Art Museums and Classrooms
Upcoming SlideShare
Loading in...5

Thanks for flagging this SlideShare!

Oops! An error has occurred.

Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

Inclusive Learning through Technology in Art Museums and Classrooms


Published on

Presented at the 2014 National Art Educators' Association. …

Presented at the 2014 National Art Educators' Association.

Abstract: This session explores current practices and future possibilities in technology applications that include museum visitors and students with disabilities in art education. We present case studies that harness existing and emerging technologies and demonstrate the potential for equal and timely learning opportunities for all learners. These examples provide solutions to accessibility challenges, and inherently offer wider applications to better engage all users. Case studies include a collaboration between The Metropolitan Museum of Art and Parsons The New School for Design and Technology. This partnership invites graduate students to create tools for engagement in the museum for visitors with disabilities. Other case studies include innovations that facilitate crowd sourcing and other methods of multimedia accessibility such as video and image description for people who are blind or partially sighted. Participants will learn about key factors to consider when implementing technologies to enhance accessibility and usability.

Published in: Technology
  • Be the first to comment

  • Be the first to like this

No Downloads
Total Views
On Slideshare
From Embeds
Number of Embeds
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

No notes for slide


  • 1. Inclusive Learning through Technology in Art Museums and Classrooms #NAEA14 Rebecca McGinnis, Museum Educator, Access and Community Programs, The Metropolitan Museum of Art @RebeccaMcGNYC Yue-Ting Siu, Teacher of Students with Visual Impairments (TVI), UC Berkeley & San Francisco State University @TVI_ting Steven Landau, President, Touch Graphics, Inc. @TouchGraphicsUS
  • 2. Multimedia #a11y ●  Accessibility Usability! ●  Usability = User Experience Focus on the learner ●  Universal learning environments ●  Multimodalities GOAL: Inclusive spaces for independent and equal participation @TVI_ting
  • 3. Tools Visual access: Magnification, Contrast, Font, Desktop Tactile representation: Tactile graphics, 3D printing ●  Braille Authority of North America (BANA) - Guidelines & Standards for Tactile Graphics ●  3D printing for Accessible Materials in Schools Image and video description (alt text): ●  Image description guidelines educational_media/stemdx/guidelines ●  Video description guidelines @TVI_ting
  • 4.
  • 5. The Met + Parsons Museums, Accessibility, Technology Collab Workshop @RebeccaMcGNYC
  • 6. The Met + Parsons Museum Accessibility Collab Workshop ● Collaboration ● Model for design education - awareness-raising, UD ●  Share process and prototypes ●  Some results and next steps @RebeccaMcGNYC
  • 7. The Met + Parsons Museum Accessibility Collab: Advisors @RebeccaMcGNYC
  • 8. The Met + Parsons Museum Accessibility Collab: Technology Experts @RebeccaMcGNYC
  • 9. Eye Tracking Project @RebeccaMcGNYC
  • 10. Website Group @RebeccaMcGNYC
  • 11. Wayfinding App @RebeccaMcGNYC
  • 12. Raised Painting @RebeccaMcGNYC
  • 13. Met + Parsons Expo @RebeccaMcGNYC
  • 14. @RebeccaMcGNYC
  • 15. Final thoughts... ● None of the students had heard of Universal Design before the class ● This collaboration between Education and Digital Media departments has raised awareness and interest in accessibility issues in Digital Media ● 3 former students now intern in MediaLab ● Stronger connections with advisors and experts, ongoing relationship between students and museum - community @RebeccaMcGNYC
  • 16. Case study San Diego Museum of Art’s Audio-tactile exhibit panel based on Sanchez Cotan’s masterpiece, “Quince, Cabbage, Melon and Cucumber”, painted in Toledo, Spain in 1602. @TouchGraphicsUS
  • 17. SDMA has: - Committed to improving access to their collections for visitors with disabilities. - Commissioned TouchGraphics to produce a number of tactile projects to help vision impaired visitors. Main entrance, San Diego Museum of Art @TouchGraphicsUS
  • 18. The exhibit panel includes a bas relief version of the original painting. This was created using hand-sculpted forms for each fruit (left image). The forms were pressed into printed vinyl sheet to create the tactile surface (right image). @TouchGraphicsUS
  • 19. The resulting touchable surface combines visual clarity with tactile shapes and textures. Visitors can use vision, touch and listening or any combination of these, as they explore the image. @TouchGraphicsUS
  • 20. Spoken descriptions of the overall work of art and of each element of the picture were written by curators at the museum. All content was loaded into an online spreadsheet for easy collaboration, and voice recordings were produced and saved as digital sound files. @TouchGraphicsUS
  • 21. The exhibit is intended for use by all visitors to the museum. While audio-tactile interactivity makes the exhibit accessible to blind or low vision visitors, it is also fun for children who love to touch and interact. This is the main goal of universal design, and it is the key to convincing organizations to add access features. @TouchGraphicsUS
  • 22. For more information, please contact us! Rebecca McGinnis…… Yue-Ting (Ting) Siu… Steven Landau……