Teaching Teachers and Making Makers: What the Maker Movement Can Teach the World about Accessibility and Design

Joshua A. Miele
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引用次数: 8

Abstract

Although interactive technologies and the maker movement offer stunning prospects for the next 50 years of educational inclusion and accessibility for learners with visual disabilities, a surprising array of physical, digital, and cultural barriers continue to communicate lessons of exclusion and inequity. Accessibility is a fundamental aspect of digital and physical design which, when present, allows a user with a disability to have an effective and substantively equivalent experience to that of a user without a disability. Here we consider interaction barriers for people with visual disabilities, but the themes readily apply to other disability-specific challenges in universal design and inclusion. Consider any cross section of exciting instructional technologies, and chances are they are dominated by visual metaphors, graphical user interfaces, data visualizations, and interactive video. Systems that incorporate ostensibly non-visual, multi-modal interactives such as haptics and active manipulation do not necessarily expand access for blind and visually-impaired learners, as such tools are likely also to include key interface elements that are visual. The same may be said of mainstream information technologies accessibility is still temperamental and far from complete for such seemingly simple and ubiquitous resources as Google Suite, Facebook, and YouTube, let alone advanced immersive experiences such as Oculus Rift. The iconic tools of the maker movement and experiential learning -- 3D design, modeling, and printing -- while lauded and enthusiastically embraced by sighted designers of accessible instructional materials, remain largely unusable by independent blind makers.
教学教师和制造创客:创客运动可以教给世界关于可访问性和设计
尽管互动技术和创客运动为未来50年的教育包容和视觉障碍学习者的无障碍提供了令人惊叹的前景,但一系列令人惊讶的物理、数字和文化障碍继续传播着排斥和不平等的教训。可访问性是数字和物理设计的一个基本方面,当它存在时,它允许残疾用户获得与非残疾用户有效且实质上等同的体验。在这里,我们考虑的是视觉障碍人士的互动障碍,但这些主题很容易适用于通用设计和包容中其他残疾人特有的挑战。考虑到任何令人兴奋的教学技术的横截面,它们很可能被视觉隐喻、图形用户界面、数据可视化和交互式视频所主导。包含表面上非视觉、多模态交互(如触觉和主动操作)的系统不一定会扩大盲人和视力受损学习者的使用范围,因为这些工具可能还包括视觉的关键界面元素。对于Google Suite、Facebook和YouTube等看似简单而无处不在的资源,更不用说Oculus Rift等先进的沉浸式体验了,主流信息技术的可访问性仍然是喜怒无常的,远远不够完善。创客运动和体验式学习的标志性工具——3D设计、建模和打印——虽然受到无障碍教学材料的视觉设计师的称赞和热情欢迎,但独立的盲人创客在很大程度上仍然无法使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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