Fable

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    Fable - Presentation Transcript

    1. An interactive table for children with various abilities Tabita Kurien A Ford Foundation Scholarship Post Graduate Student of New Media Design National Institute of Design
    2. WHAT ? Disability A mismatch between the needs of the learner and the education offered Inclusion Is the future where children with and without disabilities study together. accessibility The ability of the learning environment to adjust to the needs of all learners
    3. Myths about Disability People with disabilities feel more comfortable around other people with disabilities. People who are blind have a sixth sense. People with disabilities need to be protected from failing. People with disabilities have different goals than people without disabilities. People with disabilities have problems getting around. People with disabilities are usually very sedate and unable to participate in recreational activities. A person with a disability is sick, or has something wrong with them. People with disabilities have a poor quality of life. People with disability always need expensive and high-tech assistive devices or services.
    4. DISABILITY DISABILITIES TYPES OF DISABILITIES ASSISTIVE TECHNOLOGIES USED Low Vision Screen Magnifiers Blindness Screen Readers VISUAL Colour blindness Text Browser DISABILITIES Tunnel Vision Voice Browser Partial Blindness Braile embossers Conductive Signage software and accessibility features HEARING Sensorineural provided by the operating system-show sound DISABILITIES Combination of sensorineural and conductive and sound sentry Cognitive disabilities Dyslexia Word prediction software's Slow Learners LEARNING Spell checkers Attention and concentration difficulties DISABILITIES speech recognition tools Language and comprehension difficulties Memory loss comprehension of moving text difficulties Onscreen keyboard Alternative mouse Users with limited limb movement. Left handed keyboard Repetitive stress injury. MOBILITY Head mouse Paralysis DISABILITIES Head Pointer or mouth stick People who have no precise control over pointing devices. Voice recognition software
    5. Universal design The seven Principles that describe characteristics that make designs universally usable are: 1. Equitable Use 2. Flexibility in Use 3. Simple and Intuitive Use 4. Perceptible Information 5. Tolerance for Error 6. Low Physical Effort 7. Size and Space for Approach and Use
    6. Techniques to make software accessible Avoid use of colour alone for conveying information Provide sufficient contrast between foreground and Background colour. Allow the user to customise text display-colour contrast and font size. Restrain from displaying text on a cluttered background. Support keyboard navigation to all parts of the movie. Provide keyboard shortcuts to enhance keyboard functionality. Assign a logical tabbing order to help learners comprehend the information effectively. Provide alternate text for non textual content such as, informative images graphical buttons and all other important information displayed as images. Provide an option to users to control animation or provide an option to view animated information in a non animated format. Document adequate information related to accessibility in the help. Inform users in advance about any audio content, if present. Provide adequate support for video information.
    7. Techniques to make software accessible Use clear and simple language for displaying textual information Avoid using flashing and blinking content or provide an option to the learner to ignore the flashing element. Supplement text with images and charts to help users with learning disabilities understand the information easily. Use a consistent navigation method throughout the course. Inform the user in advance about the pop up windows. Allow important information to remain on screen and prompt the user to close the alert window as per their convenience. Avoid auto refreshing content. Provide an option to the user to adjust the audio output as per their needs. Provide the audio information in alternate format, such as text transcript, subtitles and captions Do not indicate important information through audio alone.
    8. Why make accessible products? Its fair Every individual has the right to information. Its the law There is now a legal duty to meet the information needs of your blind and partially sighted customers following the implementation of Section 21 of the Disability Discrimination Act in October 1999. It makes business sense Two million people is a sizeable customer base which cannot be ignored. Meeting the needs of all your customers makes good business sense.”
    9. PROCESS Books Catalogues BRAINSTORMING Papers Communication Device Internet Digital Inclusive space RESEARCH Sentence formation iew FABLE terv vation e In er USER STUDY ir Obs stionna Que ert Exp kshop r SCOPE Wo hing c Tea Handheld Projections MATERIAL CONCEPTS DIMENSIONS Interactive wall COST RESEARCH Games for blind Hardware Ergonomics Content Software PE TY Animation Table Table Target User Wheel chair drawing TO O EXPERT PR Lessons Computer Interface Interactive hospital games PROTOTYPE Programming Switches Switches Method Remote Remote Games Students Teachers USER Therapist TESTING Technical Experts
    10. A day in their lives Coming to school Assembly Classes Lunch Break Play time Back home
    11. What is Fable? Fable is an inspiration from the past for the future. Fable is accessible Fable is collaboration Fable is learning Fable is interaction Fable is a game Fable is a friend Fable is a tool
    12. PHYSICAL FEATURES A 21 inch monitor is placed horizontally The stand on which it rests is made of 19mm block board. The teacher will has a remote which has five buttons with which she can control the game. It is sturdy as it will be used by children. Each player has 4 buttons to control (Left, Right, Go and Rotate) The buttons are circular arcade buttons which are highly sensitive and resistant to harsh use . The top of the table is made of 19mm MDF and covered with white san mica. The table has a drawer to keep the remote. The table is on wheels and can be dismantled completely so that it is portable.
    13. INTERACTION FEATURES Fable at present is a four player interactive space The teacher has control over the game with the help of a remote. It is collaborative process where one child helps another. The games are made accessible. It can be played with a blind, a deaf, a wheel chair user as well as a child with cerebral palsy together.
    14. PROTOTYPE MATERIAL DIMENSIONS COST RESEARCH EXPERT Content Hardware Ergonomics Software PE TY Animation Table Table Target User § § Children with § TO Audio Safety Form various § § § Visual Portability Colour O abilities § § Size Size PR Lessons Computer Interface § Interaction § Company § Sentence § Orientation § words Configuratio § Action ns § § Tenses Colour § Spelling Programming Switches Switches Method §button § Size Push § Flash §the Fill in § Colour § Toys § XML blanks § Placement § Accessible § Visual § § Options Light Basic § Dotnet Remote Remote Games § § § Form PCB Fun § of § § Position Foldable Levels buttons § Motivation
    15. FUTURE OF FABLE Fable can be made for more than four players. One can use flat screens instead of CRT monitors. Fable can be made in different sizes from as small as a pocket video game which can be folded to one as big as a well where the whole class can play together. It can be made with different access switches. All the subjects can be taught . A new medium to assess learning. Pure entertainment. Collaborative games can be played with children in other parts of the world with the help of internet
    16. What I have learnt Professional Personal Accessibility Never give up Electronics Simple things in life bring great happiness Programming Nothing is Impossible Entrepreneurship God sends angels when he Model Making knows you need them the most Technological Advances Sign Language Teaching
    17. Thank You “ Now, more than ever we need people who can lead humanity towards technologies that improve society ,rather than technologies that simply improve over technology. ” -John Maeda
    SlideShare Zeitgeist 2009

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