descriptions, or braille for augmenting
visual information take time to listen to
or read and process mentally, and can
feel cumbersome. Often, people with
VI are also less familiar with the use
of common technology-prototyping
toolkits such as Arduino and related
software-development environments.
As a result, there is a tendency for people
with VI to be less engaged or involved
in the technology-creation process,
and for other researchers to take a
more active role in “doing the design.”
Shinohara et al. [ 5] demonstrate the
importance of people with VI being
closely involved in the practice of design,
drawing particular attention to the ways
in which technology develops through
designers’ engagement with materials
in real time and how this process assists
them in thinking through and adjusting
their design. This design thinking
involves not only reflection on functional
uses but also an examination of how
the technology would manifest itself
within a person’s broader social and
emotional life. These iterations, which
are often informed by tacit knowledge,
can crucially shape a technology. This
foregrounds the question of how we can
bring people with VI more strongly into
technology development and research
processes as designers and design
partners. How can they become the
creative agents and play a more active
role in contributing their ideas and
perspectives to such processes?
We offer two vignettes from our
fieldwork to exemplify how to elevate
people with disabilities as creative
agents. During co-design with sighted
and VI students, researchers capitalized
on opportunities when sighted students
were fascinated with a VI student’s
nonvisual technique. During one session
they prompted a VI student to teach
their sighted peers how they echolocate
or learn the spatial layout of a room
by listening to how sounds made with
their tongue reverberate from their
surroundings [ 1]. This unique skill
positioned the VI student as not just a
recipient of AT but also a creative agent
with skills important for its design.
The student’s auditory and spatial
navigation inspired opportunities
for richer, multimodal designs. Our
research shows that when not explicitly
attended to, traditional hierarchies
of ability and design expertise take
over; sighted students will design for
VI students and poorly communicate
what they are doing. Instead, people
who traditionally have more power in
design sessions should intentionally
seek opportunities to background their
expertise in favor of less understood
abilities like echolocating for
experiencing the world and prototyping
designs. During some activities, such as
group assignments, it may not always
be possible for teachers to actively
promote all students’ abilities. Other
techniques could include turn taking,
such that one student is reliant on their
partner to complete a task before both
can proceed, as can be found with recent
inclusive learning tools such as Torino
that deliberately foster collaboration [ 3].
Discussing this topic at the
workshop, we identified that for
people with VI to become technology
designers themselves, computing
sciences and design practices need
to be more accessible. The anecdote
above demonstrates that accessibility
does not always mean augmenting
existing design activities. Sometimes,
as in the case of incorporating
echolocation into design, they will
have to be reimagined. We illustrate
this further with another story:
During a co-design session,
Oussama Metatla and colleagues
wanted to make brainstorming
accessible for VI participants. Since
sticky notes are a popular medium for
sharing ideas, they made audio sticky
notes by combining foam paper with
electronic tags and audio tag readers
familiar to the participants. This did
not work. Participants attempted to
use the material provided to create
audio sticky notes, but as discussions
unfolded, they drifted away from
these materials and focused on
verbal exchange instead. Despite
being “accessible,” the process of
constructing these audio sticky notes
hindered rather than encouraged
communication among participants
and designers.
A possible explanation for this
hindrance is the clash between the
transient nature of audio as a display
modality and the persistent spatial
organization of the sticky-notes method
of brainstorming and prototyping.
Thus, while the design material itself
was made “accessible,” it lacked the
emergent properties, spontaneity, and
illuminating qualities that it could
have when shared among sighted co-designers. That is, the audio sticky notes
no longer functioned as an effective
shared artifact in this particular case,
creating an asymmetry between the
contributions of the sighted designers—
who could not only see an overview
of the physical organization of the
artifacts but also actively assist with
their construction—and those of
the non-sighted participants. In this
sense, the shift away from the physical
and auditory artifacts to the verbal
Flipchart paper with different brainstorm notes that were discussed during the workshop centered around: design methods,
interaction, and evaluation.