|Time||Links / Notes||Coordinator|
|Human-robot interaction for inclusive coding education||Community Workshop||Maysa Borges Gama||Nov 29, 2022||2 - 3pm ET|
Educational Robotics is a widely researched and applied field, but most robotics courses for children and young are not designed or adapted for learners with disability. This context is even less explored when we observe the use of social robots for education since most human-robot interactions designed for people with disability are focused in rehabilitation, mobility, or diagnosis. Robots, especially social robots, can act as powerful tools for teaching coding to school-aged children with special needs. In this meeting, I am going to present a status report on my master's course project that seeks to adapt the Weavly platform experience into a human-robot interaction.
|Eudaemonic Design as a Co-created Approach to Health and Well-being: An Exemplar Case with Older Adults at Home||Community Workshop||Jenna Mikus||Dec 13, 2022||2 - 3pm ET||Home is central to who we are as humans. It shapes us. At a time when COVID-19-related physical distancing has prompted a global live/work/play from home pervasiveness, there is a growing demand to conceptualize how homes can encourage flourishing health and well-being. Developing this understanding is especially necessary when contemplating the impact on vulnerable demographics, such as the rapidly growing older adult population who desire to age-in-place but do not necessarily have the infrastructure and support needed to do so. Based on co-designed futuring activities conducted with older adults and designers, this research focuses on understanding what a flourishing home could look and feel like when building on the neo-Aristotelian concept of eudaemonia (literally defined as eu (good or health) + daimon (true self)), which correlates to people being the best versions of themselves. Eudaemonic well-being has evolved in the field of psychology as a means of proactively designing for flourishing health and well-being via Self Determination Theory, but it has yet to be explored in a built environment context. By considering eudaemonia as a worldview, this research examines how home-based design can prompt optimal health and well-being—not only by applying the resulting Eudaemonic Design model and principles to the home environment but also by following a respectful design approach to precipitate virtually-engaged participants to feel empowered, experience agency, and act as their best eudaemonic selves.|
Justin Obara David Pereyra
|Interdepartmental Dyslexia Awareness Network||Community Workshop||John Ward||TBD (Jan 2023?)||2 - 3pm ET|
|IDRC Website visual design||Design Crit||Uttara, Cheryl||TBD||2 - 3pm ET|
|UIO Redesign||Design Crit||Uttara||TBD||2 - 3pm ET|
Workshops from previous years can be seen on the Previous Community Workshop and Design Crit Topics page. Video recordings may not have captions. If you would like to contribute to captioning any of the videos, please reach out to us through the fluid-work mailing list.
|Time||Links / Notes||Coordinator|
|UofT MScAC Applied Research Collaborations||Community Meetings||Daniel Giovannini / IDRC||Wednesday Oct 12, 2022||2:30 - 4pm ET|
|CTA Image inspection||Design Crit||Caren||July 5, 2022||2 - 3pm ET|
The Canadian Typography Archives website requires an image inspection function that allows a user to magnify an artifact and pan over all parts of the artifact.
Here is a link to an example of image inspection we are seeing as an exemplar experience using mouse functionality
The CTA team has had some discussion and noted the following:
- WCAG 2.1 (note AODA references WCAG 2.0)
- What to do:
- Provide controls that perform same behaviour as the mouse
- When image opens buttons appear and are in the focus order
- Mobile: pinching, alternative is zoom in zoom out and button controls as well.
- concern: Buttons for keyboard manoeuvre may not be a smooth experience
We look forward to the discussion!
|Meet-and-Greet ||Community Meeting||Jack Tyrrell and IDRC||May 24. 2022||2 - 3pm ET|
|Dobble Debate - Bake Your Own||Design Crit||Lynne Heller||Feb 8, 2022||2 - 3pm ET|
|An artifact to aid the design of 3D printed audio-tactile graphics for blind students: a Ph.D. research||Community Workshop||Emilia Christie Picelli Sanches||Jan 25, 2022||2 - 3pm ET|
Recommendations - 3D printed audio-tactile graphics, Online Whiteboard for Visual Collaboration (Miro)
Emilia Sanches is a Ph.D. candidate who's coming to IDRC to develop part of her research. This community workshop intends to contextualize her research and her preliminary results. She'll briefly introduce what are 3D printed audio-tactile graphics and proceed to talk about what she is doing and what her next steps are. People are encouraged to ask questions and discuss the topic.
|Dobble Debate||Design Crit||Lynne Heller||Jan 18, 2022||2 - 3pm ET|
Dobble Debate: debating with a difference, is a game that facilitates discussions and learning about human difference. The game employs the powers of play and humor to catalyze open discussion and compassionate thinking around topics that are often considered taboo. Players are challenged to rethink assumptions they may have around what it means to be disabled or have lived different experiences from their own.
Dobble Debate recognizes that every individual’s lived experience is different, and changes significantly based on their current environment. Therefore, we explicitly acknowledge D/deafness, disability, differing abilities , autism, and neurodiversity plus (DDDAND+). This acronym does not cover all the diverse identities usually lumped under ‘disability’; we are using it to draw attention to the variety of human experience. The label of ‘disability’ runs the risk of minimizing the diversity of lived differences.
Suggested Future topics
Agile development: planning
|Teacher to talk about education plans (EP)||Guest?|
|Students with learning disabilities to talk about their experiences||Guest?|
|People working with students on mindfulness and mental health||Guest?|
|Talk to people who teach children to program||Lighthouse Labs?|
|Someone from able gamers to talk about how people with various disabilities interact with games||Guest?|
|People working with young adults with autism||Guest?|
|Rose? How people engage in social connections and relationships||Guest?|
|Engage with OCAD students to talk about their projects and/or areas of study. ( MDes and others)||Guest?|
|Someone who has developed software for older adults|
|Someone who works with brain sensing tech||Muse?|
Someone to talk about entrepreneurship and marketing ( how to reach people to use our software and services e.g. P4A, Outside-in, hack-a-thons, etc.)
|Latest A11y models and principles to follow, and language to use ( e.g. things that the MDes students are taught )||Jutta?|
|Accessibility in the Toronto Public Library||Guest?|
Case Studies of User Creativity in Computing (Monthly)
- Minecraft (led by: Michelle and other)
- Sound Shapes ( Shaw Han??? )
- IFTT (Jon)
Skills Development workshops (Monthly?) Below are some examples of topics that could be covered.
- Refreshers (e.g. using ARIA)
- best practices
- using new features (e.g. new CSS, HTML, JS)
- new frameworks
- new tools
- design techniques
|Challenges / Hack Session / Workshop||Facilitator|
Design Crits - Additional Information
A critique (or more informally a "crit") is an opportunity for us to come together as a small group and examine and discuss a creative artifact - a design wireframe, a persona, a newly-implemented UI or software component, etc.
These design crits are informal, constructive, specific, and respectful. It's a forum where anyone from the community can bring their designs and receive feedback.
The idea is to focus on tangibles, not on abstract plans:
- What have we designed or built?
- why is it like this, what are its strengths, and how can we make it better?
Since these meetings are participant driven, there will be occasions when the crit will not meet. Meetings will be announced in the schedule above, and to the relevant mailing lists (i.e. inclusive design community list, and fluid-work).
Why do Critiques?
Techniques like UX Walkthroughs, Inclusive Design Mapping Tool ("Petals & Flowers"), or User States and Contexts will help us concretely assess and discuss an artifact from different perspectives. It's based on the idea that creative work gets stronger when it is discussed amongst peers and diverse ideas are considered.
Crits help us to:
- amplify the strengths of a design
- suggest alternative trajectories
- reflect on our work through the lenses of different users
- identify areas of confusion
- focus on tangible artifacts, not just abstract ideas or goals
Design crits are intentionally informal and casual
We try to keep design crits very informal and casual on purpose. This makes it easier for participants to share designs (requiring less time preparing formal presentations), and opens up more time for organic conversations. A formal presentation of your project or design is not required, and we encourage a more conversational approach.
Presenting at Design Crits
Design crits are a great opportunity to discuss designs, refine ideas, ask questions, and get feedback. To get the most out of a design crit:
- Come prepared with specific design issues to share - this will help focus the discussion on the topics that will help you.
- Try not cover too much or expect to have every question addressed.
- Design crits are intended to be 1 hour in length to help keep the discussion productive and specific.
- If needed, another design crit can be scheduled to continue the discussion, or you can take advantage of the Inclusive Design Community mailing list to reach a broader audience.