Advertisement

Tangible Design for Inclusive Conversations with Deaf or Hard-of-Hearing Children

  • Rosella Gennari
  • Francesco Pavani
  • Mehdi RizviEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10108)

Abstract

Recent research in the area of deafness stresses that communication difficulties may severely impact the social and emotional development of deaf or hard-of-hearing learners. Education researchers voice the need of an integrated intervention for social and emotional learning at school, which considers deaf or hard-of-hearing learners’ communication requirements. In particular supporting conversation with peers can enhance their engagement in school activities, which can positively impact on their academic achievements in turn. This paper presents the design of Compass, a tangible interactive object, enhanced with embedded micro- electronics components, for supporting group conversation in presence of deaf, hard-of-hearing and hearing children. The design choices are motivated in light of the requirement analysis. The paper concludes with an outlook on future work concerning Compass for enhancing conversation among deaf, hard-of-hearing and hearing children.

Keywords

Playful experience design Socio-emotional learning Conversation Children Deaf Hard of hearing 

References

  1. 1.
    Durlak, J.A., Weissberg, R.P., Dymnicki, A.B., Taylor, R.D., Schellinger, K.B.: The impact of enhancing student’s social and emotional learning: a meta-analysis of school-based universal interventions. Child Dev. 82(1), 405–432 (2011)CrossRefGoogle Scholar
  2. 2.
    Knoors, H., Marschark, M.: Teaching Deaf Learners: Psychological and Developmental Foundations. Oxford University, Oxford (2013)Google Scholar
  3. 3.
    Slovák, P., Fitzpatrick, G.: Teaching and developing social and emotional skills with technology. ACM Trans. Comput.-Hum. Interact. 22(4), 19:1–19:34 (2015)CrossRefGoogle Scholar
  4. 4.
    Dourish, P.: Embodied Interaction: Exploring the Foundations of a new Approach to HCI (1999). http://www.ics.uci.edu/~jpd/publications/misc/embodied.pdf
  5. 5.
    Di Mascio, T., Gennari, R., Melonio, A., Vittorini, P.: Designing games for deaf children: first guidelines. Int. J. Technol. Enhanc. Learn. 5(3/4), 223–239 (2013)CrossRefGoogle Scholar
  6. 6.
    Shaw, F.W., Klavins, E.: Grouper: a proof-of-concept wearable wireless group coordinator. In: Proceedings of the 12th ACM International Conference Adjunct Papers on Ubiquitous Computing-Adjunct, pp. 379–380. ACM (2010)Google Scholar
  7. 7.
    Jain, D., Findlater, L., Gilkeson, J., Holland, B., Duraiswami, R., Zotkin, D., Vogler, C., Froehlich, J.E.: Head-mounted display visualizations to support sound awareness for the deaf and hard of hearing. In: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, CHI 2015, pp. 241–250. ACM, New York (2015)Google Scholar
  8. 8.
    Weiser, M.: Creating the invisible interface: (invited talk). In: Proceedings of the 7th Annual ACM Symposium on User Interface Software and Technology, UIST 1994, p. 1. ACM, New York (1994)Google Scholar
  9. 9.
    Olguin, D.O., Waber, B.N., Kim, T., Mohan, A., Ara, K., Pentland, A.: Sensible organizations: technology and methodology for automatically measuring organizational behavior. IEEE Trans. Syst. Man Cybern. Part B (Cybern.) 9(1), 43–55 (2009)CrossRefGoogle Scholar
  10. 10.
    DiMicco, J.M., Hollenbach, K.J., Pandolfo, A., Bender, W.: The impact of increased awareness while face-to-face. Hum.-Comput. Interact. 22(1), 47–96 (2007)Google Scholar
  11. 11.
    Leonardi, C., Pianesi, F., Tomasini, D., Zancanaro, M.: The collaborative workspace: a co-located tabletop device to support meetings. In: Waibel, A., Stiefelhagen, R. (eds.) Computers in the Human Interaction Loop, pp. 187–205. Springer London, London (2009)CrossRefGoogle Scholar
  12. 12.
    Bachour, K., Kaplan, F., Dillenbourg, P.: An interactive table for supporting participation balance in face-to-face collaborative learning. IEEE Trans. Learn. Technol. 3(3), 203–213 (2010)CrossRefGoogle Scholar
  13. 13.
    Hong, H., Kim, J.G., Abowd, G.D., Arriaga, R.I.: Designing a social network to support the independence of young adults with autism. In: Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work, CSCW 2012, pp. 627–636. ACM, New York (2012)Google Scholar
  14. 14.
    Africano, D., Berg, S., Lindbergh, K., Lundholm, P., Nilbrink, F., Persson, A.: Designing tangible interfaces for children’s collaboration. In: Extended Abstracts on Human Factors in Computing Systems, CHI EA 2004, pp. 853–868. ACM, New York (2004)Google Scholar
  15. 15.
    Dodero, G., Gennari, R., Melonio, A., Torello, S.: Towards tangible gamified co-design at school: two studies in primary schools. In: Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2014. ACM, New York (2014)Google Scholar
  16. 16.
    Gennari, R., Melonio, A., Torello, S.: Gamified probes for cooperative learning: a case study. Multimedia Tools Appl., 1–25 (2016). doi: 10.1007/s11042-016-3543-7
  17. 17.
    Gothelf, J.: Lean UX. O’Reilly Media, Sebastopol (2013)Google Scholar
  18. 18.
    Hutchinson, H., Mackay, W., Westerlund, B., Bederson, B.B., Druin, A., Plaisant, C., Beaudouin-Lafon, M., Conversy, S., Evans, H., Hansen, H., Roussel, N., Eiderbäck, B.: Technology probes: inspiring design for and with families. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI 2003, pp. 17–24. ACM, New York (2003)Google Scholar
  19. 19.
    Albert, W., Tullis, T.: Measuring the User Experience. Morgan Kaufmann, Burlington (2013)Google Scholar
  20. 20.
    Preece, J., Rogers, Y., Sharp, H.: Interaction Design: Beyond Human-Computer Interaction. Wiley, Hoboken (2015)Google Scholar
  21. 21.
    Batten, G., Oakes, P., Alexander, T.: Factors associated with social interactions between deaf children and their hearing peers: a systematic literature review. J. Deaf Stud. Deaf Educ. 19(3), 285–302 (2013)CrossRefGoogle Scholar
  22. 22.
    Ferrara, J.: Playful Design. Rosenfeld Media, Brooklyn (2012)Google Scholar
  23. 23.
    Arduino: What is Arduino? https://www.arduino.cc/en/Guide/

Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  • Rosella Gennari
    • 1
  • Francesco Pavani
    • 2
    • 3
    • 4
  • Mehdi Rizvi
    • 1
    Email author
  1. 1.Faculty of Computer ScienceFree University of Bozen-BolzanoBolzanoItaly
  2. 2.Center for Mind/Brain Sciences (CIMeC)University of TrentoRoveretoItaly
  3. 3.Department of Psychology and Cognitive ScienceUniversity of TrentoRoveretoItaly
  4. 4.ImpAct Team, Lyon Neuroscience Research CenterINSERM U1028, CNRS UMR5292LyonFrance

Personalised recommendations