INCLUSIVE
INTERFACES
QAZIFAZLIAZEEM
Massachusetts College of Art and Design
Dynamic Media Institute
MFA Communication Design, 2014
Aug 2014 Online edition - downloaded from www.fazliazeem.com
Copyright 2014 - Qazi Fazli Azeem / Massachusetts College of Art and Design
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Inclusive Interfaces
Master of Fine Art — Communication Design 2014
Dynamic Media Institute
Massachusetts College of Art and Design
Qazi Fazli Azeem
By the Author:
Qazi Fazli Azeem
Dynamic Media Institute
May 20, 2014
Certiied By:
Brian Lucid
Professor of Design
Title Page Image:
hesis Studio Advisor
Alchemical Jackal. Qazi Fazli Azeem. 2013.
Inspired from the Painted Jackal short story by Rumi.
Certiied By:
Joseph Quackenbush
Associate Professor of Design
hesis Seminar Advisor
© 2014. Qazi Fazli Azeem. All Rights Reserved
GRANT of REPRODUCTION and DISTRIBUTION
he author hereby grants to the Massachusetts College of Art and Design,
royalty free, non-exclusive and irrevocable permission to reproduce and
to distribute publicly paper and electronic copies of this thesis document,
including any accompanying unbound supplementary material, in whole
or in part in any medium now known or hereater created.
Accepted By:
Jan Kubasiewicz
Professor of Design
Coordinator of Graduate Design Program
Submitted to the Dynamic Media Institute in partial fulilment for the degree of
Master of Fine Art — Communication Design at the Massachusetts College of Art and Design.
May, 2014.
“You teach me baseball and I’ll teach
you relativity...No we must not.
You will lear n about relativity faster
than I lear n baseball.”
QAZIFAZLIAZEEM
Massachusetts College of Art and Design
MFA Communication Design
Dynamic Media Institute 2014
[email protected]
Albert Einstein
INCLUSIVE INTERFACES
THESIS ABSTRACT
In 2014, 1 in 68 children have autism spectrum disorders (ASD) according to US data from the Centres
for Disease Control. Occurring in all groups (race,
income, geographic), ASD is diagnosed 1 in 42 in
boys, which is nearly 5 times higher than in girls
(1 in 189). Almost half (46%) of children identified
with ASD have average to above average intellectual
ability. That’s a 78% increase compared to a decade ago. Based on an increase in diagnoses, we can
assume that the numbers will continue to increase
over time.
Researchers have found that child prodigies have
greater number of autistic traits, particularly with
attention to detail. Half of the families of the child
prodigies studied reported autism diagnoses in first
or second degree relatives, indicating strong links to
genetics.
I was aware of savant syndrome and its potential
in higher education due to my experiences as an
educator, in addition to my role as the South Asian
self-advocate for ASD. I knew about magazine and
website articles from the US, describing extraordinary abilities and splinter skills such as hyperlexia,
perfect pitch, pattern recognition and photographic
memory. I wanted to create tools and experiences for
neurotypical students, adapted from diverse learning
strengths of autistic children with extraordinary abilities. Would these blended, individualized interfaces
stimulate neurotypical students to learn effectively
and efficiently, in the same way that they help gifted
people on the autism spectrum?
In order to answer my researchable question,
I created sensory-neutral interface design case studies for learners with ASD, which helped them access
digital educational content (online or offline).
These interfaces can also be used by neurotypical
learners, providing more tools to access digital resources. Additionally, I created an adaptive experience for both neurotypical as well as autistic learners, inspired by self-directed interest-based learning,
a common trait of learners on the autism spectrum.
My case studies and interaction design projects
allow greater choices for both educators and students, where few existed before. My goal is to facilitate inclusion by using dynamic media technologies
that help optimize learning for a greater number of
people.
Centres for Disease Control and Prevention “Autism Spectrum Disorder (ASD) — Data & Statistics.” Division of Birth Defects,
National Centre on Birth Defects and Developmental Disabilities. March 24, 2014. Web. Retrieved April 8, 2014.
<http://www.cdc.gov/ncbddd/autism/data.html>
CONTENTS
Introduction
Early-Learning Challenges and Interventions
Access to Technology
My Transition from Student to Educator
Dynamic Media as ‘Evolution’
Dynamic Media for Inclusive Education
Summary of Projects
11
12
12
13
14
15
Definition of Terms
19
Autism Spectrum Disorders
History of the Autism Spectrum: Changes in the (DSM-5)
DSM-5 Diagnostic Criteria
Educational Interfaces Mapped to Symptoms
Symptoms of ASD: Early Intervention for Parents and Teachers
Savant Syndrome, Hyperlexia and Gifted Learners
Education of Savants
23
24
26
28
29
30
Teaching through Technology
Virtual Learning Environments
Robots Teaching Children with Autism
Online and Distance-based Learning
Universal Design for Learning
Classroom-based Technology Tools
31
31
31
32
33
Contextual Research
Learning Strengths of Gifted People on the Autism Spectrum
Jacob Barnett, Child Prodigy and Researcher
Temple Grandin, Self-advocate and Academic
Universal Design in Higher Education
Evolution of Education through Technology
Dialogue with Leading Online Educators
Sanjay Sarma (edX)
Salman Khan (KhanAcademy)
Lynda Weinman (Lynda)
6
35
37
41
48
48
49
50
Early Interface Exploration
Numerology Visualization
Perfect Customer
Little Drop
55
58
63
Educational Interface Projects
Inclusive Interfaces
Inclusive Player
Inclusive Timer
Inclusive Gestural Interface
Spatial Learning
Early Mobile Interface: RoboTeacher
Capstone Mobile Interface Project: Curious Learning
67
70
74
76
79
81
Conclusion
Inclusion through Interface
Future Project Development as a Designer and Educator
Advice for Designers and Students
97
98
99
Appendix
My Autism Awareness Interview
Interview of a Neurotypical College Student
DMI Fresh Media and MFA Art Show 2014
101
103
106
Works Cited
111
Bibliography
115
ACKNOWLEDGEMENTS
Thank you to everyone who has been there for me
during my journey here to Boston for my MFA. I was
inspired by the great people I met here at in the US
through my Fulbright experience. I was mentored
and advised by some of the most dedicated and
talented professionals in the world. I learnt about
design, technology, education, and most importantly,
about the common threads that bind us all. Dynamic
media is not only a design discourse, but a way of
thinking and being.
A special Thank You for:
My teachers at DMI, Jan Kubasiewicz, Brian Lucid,
Joe Quackenbush, Gunta Kaza, Dana Moser, Fred
Wolflink, Lou Susi, Zach Kaiser, John Howrey and
Gabi Schaffzin.
Thank you to my DMI classmates Fish McGill,
Saul Baizman, Sky (Tien-Yun) Huang, Sofie Elana
Hodara, Ceren Paydas, Kimberly Maroon, Stephanie
Dudzic and Jeremy Sherman
The DMI Alumni for their support over the past two
years: Lou Susi, Maria Stangel, Yael Alkaly, Cindy
Bishop, Daniel Buckley, Heather Shaw, Colin Owens,
Elaine Froehlich, Kent Millard, Jeff Bartell, Kat Take,
Alexander Wang, Alison Kotin and DMI family
members Alexander Reben, Vadik Bakman and Pol
Pla. Also, MassArt Alumni Unum Babar, Matthew
Kushan, Nadia Afghani, Becky Margraf and Nathalie
Miebach.
Thank You to my Curious Learning group members
from the Harvard Graduate School of Education, Aya
Jennifer Sakaguchi & Helen Poldsam, and from MITSloan school, Eesha Sahai.
Thank You to my Professors at the MIT Media
Lab: Mitchel Resnick, Natalie Rusk, Pattie Maes,
Joost Bonsen, Ethan Zuckerman, Hal Abelson,
Alex ‘Sandy’ Pentland, Ramesh Raskar, Media Lab
Directors Fellow J. Philipp Schmidt and project
innovator John Werner (TEDxBeaconStreet).
My classmates at MIT: Srishti Sethi, Abdulrahman
Y. Idlbi, Dan Sawada, Sayamindu Dasgupta, Eric
Rosenbaum, Zech lung and Veronika Vyushina.
My Little Drop group members Jordan Rogoff
and Marcelo Giovanni. Little Sun creators Olafur
Eliasson, Frederik Ottesen and the team at MIT Arts.
Thanks to my Fulbright batch-mates from the
Fulbright Pakistan cohort of 2012: Ahmad Usman,
Zahra Saleha Ahmad, Amina Rizwan, Tayyaba Razi,
Soabah Wasim and State Alumni Maha Yusuf and
Komal Faiz.
The Autism community in the US, Stephen Shore,
Kathleen Tehrani, Anita Lesko and the friends at
AANE — Nisha Narvekar, Eva Mendes and Dania
Jekel.
Thanks to Ray Kurzweil, Don Norman, Marvin
Minsky, Juan Enriquez, David Kelley, Jaume Plensa,
Zandra Rhodes and Jason Pontin for meeting me
after their public talks in Boston and Cambridge.
A special thanks to Lynda Weinman (Lynda.com),
Salman Khan (Khanacademy.com) and M. Night
Shyamalan for their views about the future of
education (Through the Harvard Cyberposium and
the Harvard Askwith Forums). Hearing you live and
having you answer my questions afterwards gave me
insight into becoming a better educator.
Due to my Fulbright status, I was supported by
countless people with the US State Department, in
particular my IIE adviser Stephanie Sasz and the
USEFP team in Pakistan lead by Rita Bruun Akhtar
and Saleem Razaque.
A special thanks to Melissa Diamond, Khaula
Rizwan, Asma Ansari and Soabah Wasim, for
helping me proofread my thesis.
Whatever I am today, is because of the support from
my sister Hina, my grandmother Waheeda Ikram,
my family, my late parents Fazli Karim Khalil and
Arifa Ikram Karim, who encouraged my ambition to
make the world a better place for all of us.
Fazli Azeem. May 20, 2014
9
Inclusive Interfaces
INTRODUCTION
Early-Learning Challenges and Interventions
My ideas and perspectives emerged from my early learning challenges. My lack of participation in
common group activities (such as watching sports)
was a result of being “different” (being on the autism
spectrum) while growing up in Pakistan, a developing country. I did not like loud noises, which
resulted in my staying away from family and friends
watching cricket on the television, closing my ears
as they cheered occasionally. I felt uncomfortable
drinking tea, as that meant sitting down, making eye
contact with strangers and partaking in social conversation for hours. Pakistan and South Asia rewards
conformity— groupthink and similarity in political
ideas. McDonald’s advertisements in the US portray
an individual enjoying his happy meal, saying “I’m
lovin’ it”, a stark difference to Pakistan’s McDonald’s
advertisement showing a large family with many
young children (as well as grandparents) enjoying a
group meal together.
In the later part of 2006, I became the first
person with Asperger’s syndrome (a form of autism
spectrum disorder) identified in Pakistan’s print
and broadcast media. It was only then that I started
understanding and unravelling many of my life’s
challenges, particularly in the different ways I communicated and learned.
My earliest memories are of toys, particularly
action figures that I used to delight in taking apart,
to see how they were built. In some cases, I could not
put them back together since their rubber, plastic
and metal joints were not designed to be broken.
This enabled me to think about ways to re-join and
mix them with parts from other action figures and
toys, and in the process of doing so, to make new
toys. I used the most common available materials at
the age of 4 — tape, paper, glue, rubber bands and
soft modelling putty to put them together in new
ways.
Reflecting on this behavior, I acknowledge that
my large set of freestyle Lego blocks may have influenced this way of thinking, since I saw everything
as an element of something bigger, which could be
taken apart, reassembled and made into something
different. Wherever I could not see a modular system
in my toy’s joints, I used modelling clay to fill the
holes for stability. Japanese Satoshi Tajiri, also on the
autism spectrum, remixed sketches of animals when
he was a child, growing up to become the game designer for Nintendo’s Pokémon game. This remixing,
or “bricolage,” as referenced by educator Seymour
Papert, is how children use creativity to learn, by
making artefacts that can be shared. I created new
toys for myself by remixing what I was given, a deep
idea that would go on to influence me as an educator
and a designer.
I thought the same way about remixing behaviors
that I exhibited publicly, understanding that certain
behaviors would give the impression of credibility
and may lead to greater social inclusion (e.g. Talking
about subjects of my expertise and wearing formal
business clothes).
To gain credibility, I emulated mannerisms, cultural practices and the behavior of educated elders,
those whom I perceived as having social respect and
clout. I began to reflect on the power of communication as a solution to my personal issues with learning, potentially leading to social inclusion. This was
a positive experience for my life as I thought deeply
about how I communicated with others.
In my youth, I did not have any friends because
of my inability to hold conversations outside the
sphere of my interests, a common feature for those
on the autism spectrum. This gave me ample time
to read comic books and watch science fiction on
television. I grew up watching Star Trek, which
portrayed diverse and imperfect people working together for a greater purpose. Reading science fiction
novels by Jules Verne and Isaac Asimov allowed me
to dream about a world in which I could improve
my imperfections through technology. I used my
creativity, making ‘tools’ out of clay, toys and plastic,
imagining what technologies I could create to make
myself better than others.
Introduction
11
Inclusive Interfaces
Remixing toys allowed me to try the same with
books and text. I was an early reader and could
connect words with images, through heavy rote
learning and episodic memory. This developed into
gifted reading ability (hyperlexia), although I did not
understand the social use of language until in my
teens, exhibiting echolalia (repetitive speech) in my
formative years.
Mapping words to images, I was soon reading
comics and then comic strips inside newspapers.
An incremental approach helped me take the same
logic to learning speech, conversation and nearly
everything that I have taught myself over the years.
Access to Technology
Having grown up in Pakistan I was fortunate to have
had access to computers, both in school and at home.
Computer games honed my ability with the keyboard
and mouse, increasing my typing speed and handeye coordination with the mouse, although both of
these felt unnatural and took time getting used to.
Viewing software-based learning CDs (from Lynda.com) on the computer by accident (as I bought
them instead of computer games ones day) made
me realize the potential of self-experiential learning, where I was able to learn faster than I did at my
school.
In the summer of 1999, an internship at IBM
Pakistan gave me access to early adopters of technology. I helped hundreds of corporate executives learn
to use their IBM Internet accounts by troubleshooting technical problems. Tired of repeating myself on
the phone, I made a list of the 8 common problems
users were calling about, and made them available on
the call-in menu. My solution was to provide options
to the user, who could then use their own judgment
and help themselves faster than I could advise them.
From this I determined that empowering learners is
a strong motivational tool for longer engagement
and independence.
By 2002, I had completed two years of undergraduate computer science at the University of Karachi.
I later dropped out due to learning challenges in the
advanced mathematics courses. The formal learning
inside a university environment gave me just enough
structure to continue learning on my own, when I
was not able to learn further in that environment.
12
I used skill-based training videos from Lynda.com,
transforming the way I initially taught myself. I
picked up skills on Adobe design software, learning
at my own speed and on my own time. By 2008, my
learning speed and interest in computer graphics led
me to a career, teaching design skills at Karachi’s Indus Valley School of Art and Architecture, Pakistan’s
leading, private art and design College.
My teaching method was inspired by techniques
that I had used on myself, years earlier. I kept my
lessons modular, practical, visual, incremental and
logical. After a decade of freelance design work I
had observed learning from different angles. This
motivated me to become a fulltime educator in 2009,
giving students choices that I had not had myself.
My Transition from Student to Educator
A major personal goal in my life had been to
understand myself better, by finding others like me,
individuals on the autism spectrum. This motivated
me to come forward as a South Asian self-advocate
for ASD, a self-appointed non-profit title I have held
since 2006. I started advising parents and special
educators online about my personal interventions
and learning techniques. I travelled to many
countries in the region, giving presentations and
training special educators.
I saw a common theme emerge, related to
how children on the autism spectrum learn.
Modular therapies such as applied behavior
analysis (ABA), structured teaching (TEACCH)
and other educational methods are all based on
structured ways of learning, taking small skills and
connections and generalizing. People with ASD do
not understand humour or the social context of
language, living life through logical ‘formulas’ that
they can trust.
This may be why those who are on the spectrum
cannot function when their ‘routine’ or ‘formula for
what to expect next’ is broken, hence the tantrums,
breakdowns and anxiety overload.
As the Internet became cheaper to access, the
demand for computer-based learning made me
think of a career as a computer educator. I joined
the Newport’s Institute of Communications and
Economics at Karachi, graduating in 2006 as one of
the first multimedia Undergrads in Pakistan.
My first job was as a design software trainer at the
Arena Multimedia training centres in Karachi,
training thousands of designers until the summer of
2009.
Dynamic Media as ‘Evolution’
In 2013, TED speaker Juan Enriquez and author of
the TED book Homo Evolutis wrote about the human
species having the ability to guide and choose their
evolutionary path. Walking inside the MIT media
lab during February 2014, I saw a cardboard insect
labelled with a quote from the Media Lab Director
Joi Ito about the Internet, that ‘it’s a living, evolving
organism’ Marshal McLuhan’s reference to us being
part of the medium in his book The Medium is the
Massage is a perspective that connects with the role
of technology as media, influencing not only our
minds and opinions, but directing our own evolutionary growth.
Advances in technology are now intersecting with
Biology, an example being memory manipulation by
Professor Ed Boyden’s Opto-Genetics research at the
MIT Media Lab. These jumps in technology present
massive implications on the future of learning.
Technology has allowed us to overcome natural
selection by using adaptive tools for inclusion. I see
dynamic media’s role in creating inclusive educational experiences. If education is the one factor
that allows success and survival in the modern
world, technology will allow us to simulate and then
attempt to control natural selection, guiding our own
evolution. We can improve upon nature by choosing
to guide our destiny.
Top: Teaching character animation to high-school students at
the CAS School in Karachi, Pakistan. 2010
MIddle: Researching dynamic media at the Massachusetts
College of Art and Design in Boston. 2013.
Bottom: Supervising a research group for Google Glass at
the MIT Media Lab in Cambridge. 2013.
Introduction
13
Inclusive Interfaces
Dynamic Media for Inclusive Education
In the last 400 years, there have been great changes
in the world through democracy, science, technology and medicine. Most areas of formal education
are still premised around the rote learning of school
work, where there is often only one way to answer
a question and the subject is not an integral part of
our culture.
Dissent is the word dictatorial government’s use
for those who have different and often better ways
of doing things, which may be in opposition to what
a ruling political party or ideology propagates. In
Pakistan’s school system I experienced that propagation of non-inclusive education and punishment
of creative, independent thought with lower grades.
On many occasions, I was seen as a troublemaker for
questioning educational practices in organizations
that I taught in. Is special education (as opposed to
inclusive education) a historical attempt to separate
those who conform from those who don’t? Children
need to be ‘exposed’ to diverse materials and social situations, having the choice of turning interest-based learning into skill-based careers.
The failure of television to live up to its potential
as the greatest teaching machine ever created may
result from one-way interactions, where we cannot
engage with the teacher or co-learners. This societal dynamic was broken by the Internet, through
YouTube, blogs, wikis and discussion forums such as
Reddit. The computer and smartphone have quickly
replaced the dumb TV set. McLuhan’s analogy from
his book The Medium is the Massage, infers the old
media influencing the content and values of the
newer medium. This can be seen in the proliferation
of television content such as cooking shows, weather
shows…into content for our smartphone screens.
The emergence of casual, free online learning
opportunities (i.e. the massive open online courses—
MOOCs and hobbyist websites such as Instructables.
com) are examples of dynamic media that are leading
the educational revolution. Smartphone and tablet
screens are becoming the new normal, with apps
becoming primary access points for personalized,
just-in-time learning.
The best dynamic media will be the tools and
apparatus that enable us to learn, make mistakes,
interact with the content and re-contextualize,
re-mix and share what we have learned.
Andrew A. Zucker, senior education research scientist at the Concord Consortium writes in his book
Transforming Schools with Technology: How Smart
Use of Digital Tools Helps Achieve Six Key Education
Goals about the use of computers and digital tools to
enhance teaching and learning in American schools.
He writes about educational goals for technology
such as making schools engaging and relevant, training high-quality educators, reaching all students and
improving the ways in which we measure learning.
Zucker demonstrated that schools are being transformed and that digital tools digital tools are much
as necessity for students and teachers as for school
administrators.
University education needs to be an inclusive
educational experience that would accommodate
a greater number of students with alternative and
non-traditional ways of learning. For me, the idea
of inclusive education (Mitchell 2012) equals people
with special needs going to their community educational space, in the same class setting with non-disabled peers of the same age. Inclusive education enhances the life of a person with intellectual disability
and teaches those without a disability how to accept,
understand and support others.
My answer to the challenge of inclusive education
is a greater choice of interfaces, which allow many
ways of accessing digital content. The educational
content would be free Open Educational Resources
(OERs) based on learner interest, acquired either by
an online search or through recommendations from
an educator. Established OER online platforms such
as KhanAcademy.com are being used to increasingly
augment personalized learning all over the world.
CAST, a non-profit research and development organization is working to expand learning opportunities
for all individuals through universal design for learning (UDL), a design process that promotes inclusion
by removing barriers for personalized learning.
Summary of Projects
My Numerology visualization project (see page 55)
allowed me to reorient myself, reimagining my world
view in relation to others, converting an analog process into a digital equivalent. My Perfect Customer
project (see page 58) changed and evolved rapidly,
as I tried many interaction-design technologies,
eventually becoming a hands-free interactive project
using the Microsoft Kinect
sensor. Little Drop was my first group project (see
page 63), where I worked on the form and function
of a conceptual water purification device, a product
interface different from my previous design work.
Inspired by my work as an educator, I started
designing for screen-based devices, commonly available to college students in the US and in Pakistan.
My Inclusive Interface series of prototypes (see page
67-75) were augmentations and visions of what existing MOOC-based content delivery interfaces could
become. I designed an adaptive video player with
accessibility accommodations for sight (font size),
hearing sensitivity (volume) as well as concentration
(thumbnail-based short video content). I included
an adaptive testing system that learners could choose
from, with timer feedback based on colors, vibration
or shapes, instead of just a numerical countdown.
The last component of the Inclusive Interface is a gestural control for browsing through open educational
resources and videos, using the Leapmotion handsfree controller, for people who do not want tactile
feedback (e.g. sensory overload for some learners
with ASD).
Aware of the role of spatial memory and perception among gifted learners, I created a prototype,
Spatial Learning. This was a virtual learning environment with educational content being accessed in
3D (See page 76). I continued designing for screenbased interfaces through my early app designs for
mobile learning on the smart phone, using the device
as a map, virtual classroom and as a replacement for
the teacher. My Curious Learning group project (see
page 81) was a culmination of earlier educational
interfaces, where I designed an online environment
that would take learning outside the classroom.
Right: Early prototype for Inclusive
Player, 2013. See page 67.
Overleaf: Painted Jackal, 2012
14
Introduction
15
“If they can’t lear n the way we teach,
we teach the way they lear n”
― O. Ivar Lovaas
DEFINITION of Terms
he nature of my inter-disciplinary research into special needs, interaction-design and education required me to work
with technical knowledge. To further explain and clarify the context and my own understanding of the jargon that I
used in my writings, I am deining some words, based on widely accepted online sources.
Autism Spectrum Disorders (ASDs)
Savant Syndrome
he Centres for Disease Control and Prevention (CDC)
in the US, deines autism spectrum disorders as a group
of developmental disabilities that can cause signiicant
social, communication and behavioral challenges.
People with ASDs handle information in their brain
diferently than other people. ASDs are “spectrum
disorders.” hat means ASDs afect each person in
diferent ways, and can range from very mild to severe.
People with ASDs share some similar symptoms, such
as problems with social interaction. But there are
diferences in when the symptoms start, how severe
they are, and the exact nature of the symptoms.
his (gited ability) is a rare condition in which
persons with serious developmental disabilities,
including autism, have some extraordinary abilities.
As many as one in ten persons with Autism have
such remarkable abilities such as hyperlexia, perfect
pitch, pattern recognition and calendar calculation,
commonly referred to as splinter skills. Savant
syndrome can occur in other developmental
disabilities or through brain injury, but is more
frequently associated with people on the autism
spectrum.
Neurotypical
Diagnosis of Autism
Diagnosing ASDs can be diicult since there is no
medical test, like a blood test, to diagnose the disorders.
Doctors look at the child’s behavior and development
to make a diagnosis. ASDs can sometimes be detected
at 18 months or younger. By age 2, a diagnosis by
an experienced professional can be considered very
reliable. However, many children do not receive a
inal diagnosis until much older. his delay means
that children with an ASD might not get the early
intervention that they need.
Treatment of Autism
here is currently no cure for ASDs. However,
research shows that early intervention treatment
services can greatly improve a child’s development.
Early intervention services help children from birth
to 3 years old (36 months) learn important skills.
Services can include therapy to help the child talk,
walk, and interact with others. he Individuals with
Disabilities Education Act (IDEA) says that children
under the age of 3 years (36 months) who are at risk
of having developmental delays may be eligible for
services. Treatment for particular symptoms, such
as speech therapy for language delays, oten does not
need to wait for a formal ASD diagnosis.
Not displaying autistic or other neurologically atypical
patterns of thought or behavior, i.e. non-autistic.
Hyperlexia
his is a gited reading ability in very young children,
overlaps with some cases of autism spectrum.
Open Educational Resources (OERs)
hese are teaching and learning materials that are
freely available online for everyone to use, whether
one is an instructor, student or self-learner. Examples
of OER include: full courses, course modules, syllabi,
lectures, homework assignments, quizzes, lab and
classroom activities, pedagogical materials, games,
simulations, and many more resources contained in
digital media collections from around the world. he
critique about lack of assessment for OER’s has been
addressed through current educational platforms such
as KhanAcademy.org
MOOC
his word is short for Massive Open Online Course,
an educational resource resembling a class that has
assessment mechanisms and courseware that is all
online, usually free to use without admissions
criteria and involves hundreds of students or more.
Definition of Terms
19
Inclusive Interfaces
Learning Styles (LS)
Interface
Individualized Educational Plan (IEP)
hese can be deined as the way human beings prefer
to concentrate on, store and remember new or diicult
information. Learning Style Analysis gives a diagnosis
about someone’s information intake preferences and
provides guidelines or recommendations. Learning
style elements can be divided into biological (innate)
and learned, conditioned elements, which can change
over time. LSA reveals lexibilities, preferences and
non-preferences in many diferent areas, which can
signiicantly contribute to a student’s success or failure
in learning. Knowledge about certain combinations
of preferred LS elements can predict school success or
failure and identify underachievement in traditional
school systems. Learning Styles can be seen as explaining information ‘INPUT’ capabilities of human beings.
his ability cannot be described as ‘intelligence’ but as
‘idiosyncratic personal style’. When these important
aspects are understood and acted upon, teaching strategies become more useful and efective and learning
becomes more enjoyable for students who struggle in
traditional classrooms.
he Oxford English Dictionary gives the following
descriptions for the word interface:
his is a customized educational plan made by teachers,
parents and school administrators for each child. his
document is a legal ‘contract’ that sets out curricular
objectives that are adapted and modiied to meet the
individual student’s learning needs.
“Dynamic” has many meanings, some of which are
Logical (mathematical): Preference for logic,
reasoning and systems.
Multiple Intelligences (MI)
1. A process or system characterized by constant
change, activity, or progress.
Social (interpersonal): Preference for learning in
groups or with other people.
2. Relating to forces producing motion. Oten
contrasted with static.
Solitary (intrapersonal): Preferring to work alone
and use self-study.
his is a theoretical frame work for deining, understanding, assessing and developing people’s diferent
intelligence factors. MI categories intelligence into eight
(maybe more) capacities, ‘bio-psychological potential’
as Howard Gardner describes it and has so far named.
hese include linguistic, logical-mathematical, spatial,
bodily-kinesthetic, musical, interpersonal, intra-personal and naturalist intelligence. MI covers the ability
to reason, calculate and handle logical thinking. Students with similar intelligence factors in the MI framework can have vastly diferent learning styles, based on
their personal biological makeup and their individual
conditioning.
Media
his has multiple meanings:
1. Plural form of medium.
2. he main means of mass communication (especially
television, radio, newspapers, and the Internet)
regarded collectively. In the context of my research,
I refer to 2.
20
1. A point where two systems, subjects, organizations,
etc., meet and interact:
2. A surface forming a common boundary between
two portions of matter or space, e.g. between two
unmixable liquids
Common Multiple Intelligences
Visual (spatial): Preference for using pictures,
images, and spatial understanding.
3. A device or program enabling a user to
communicate with a computer.
Aural (auditory-musical): Preference for using
sound and music.
4. A device or program for connecting two items of
hardware or sotware so that they can be operated
jointly or communicate with each other.
Verbal (linguistic): Preference for using words, both
in speech and writing.
In the context of my research, I refer to both 3 and 4.
Dynamic Media
Physical (kinesthetic): Preference for using body,
hands and sense of touch.
3. Expressing an action, activity, event, or process.
In the context of my research, I refer to 1.
Robot
According to the Oxford Online Dictionary, Robot
can mean:
1. A machine capable of carrying out a complex
series of actions automatically, especially one
programmable by a computer.
2. A machine resembling a human being and able to
replicate certain human movements and functions
automatically.
In the context of my research, I refer to both 1 and
2, i.e. a physical form replicating certain human
functions.
Definition of Terms
21
Inclusive Interfaces
AUTISM Spectrum Disorders
Research on the autism spectrum has seen its share of controversies and public debate. he most widely accepted way to
diagnose a person with ASD is through the DSM-5, the Diagnostic and Statistical Manual of Mental Disorders (created
by the American Psychiatric Association). his is a standard classiication of mental disorders used by mental health
professionals in the United States. Currently in its ith iteration (released during May 2013), the DSM-5 contains a list
of diagnostic criteria for every psychiatric disorder recognized by the U.S. healthcare system, becoming the international
alternative to the International Statistical Classiication of Diseases (ICD) for Autism educators and professionals
around the world. his chapter gives an introductory summary of Autism, its history, diagnosis, symptoms and current
educational research.
History of the Autism Spectrum: Changes in the (DSM-5)
percent of children with autism
Swedish paediatrician Hans Asperger used the word
‘autistic psychopathy’ as early in 1934. American psychiatrist Leo Kanner wrote a highly inluential paper in
1943 ‘Autistic disturbances of afective contact’ which
brought the disorder in full view of the American public. his was the irst published recognition of Autism
as a unique syndrome, paying attention to the social
and linguistic deicits as well as the child’s insistence on
sameness. Ironically, this was also the irst connection
with savant skills and gited ability. While wrongly
confused with childhood schizophrenia, there was
no consideration for Autism being a result of genetic
factors until 1971.
Hans Asperger lived in Nazi Germany and was
arrested twice at the University of Vienna for helping
educate children with special needs, which went against
the policies of the Nazi regime. His writings praise
the ‘children with autistic psychopathy’ that he was
studying, as being gited and intelligent. In 1972, Eric
Schopler of Chicago founded TEACCH in North Carolina — Teaching and Education of Autistic and other
Communication Handicapped Children,
a structured method now used all over the world.
In the 1980s, cognitive theories emerged, such as
executive dysfunction and “heory of Mind”, which
further went on to explain Autism from the perspective
of science. Margaret Bauman and homas Kemper did
a ground-breaking study in 1985 that for the irst time
proved that speciic neurological abnormalities were
associated with Autism. Cells in the hippocampus, subiculum and amygdala were found to be tightly packed
and smaller in size.
In 2013, Asperger’s Syndrome was removed from
the DSM as a separate category and merged with
autism spectrum disorders. he generic Pervasive
Developmental disorder — not otherwise speciied
(PDD-NOS), was also removed.
2.0
1.5
1.0
0.5
0.0
1985
1990
1995
2000
2005
2010
Above: The above graph shows the percentage of children with
ASD as a constant increase due to the widening of the autism
spectrum.
Left: Photos of my autism awareness work in South Asian
countries and around the world. Since 2006, I am Pakistan’s
first and South Asia’s only international self-advocate for the
autism spectrum.
Autism Spectrum Disorders
23
Inclusive Interfaces
DSM-5 Diagnostic Criteria
here are currently no medical tests for Autism and
the only way to achieve an accurate diagnosis is by
studying the social and communicative behavior of the
learner. hese are the current behavior evaluation processes for paediatricians and special needs educators to
diagnose people on the autism spectrum, as detailed by
the American Psychiatric Association. Educators cannot oicially provide a diagnosis, this list is given for
awareness of the DSM criteria for an autism diagnosis.
and using of gestures. his may include a lack
of facial expressions, inability to read them
as well as recognizing nonverbal
communication.
3. Problems creating, sustaining and understanding reciprocity with relationships. his may
include problems re-contextualizing and adapting to social situations, problems sharing imaginative play and problems making friends. here
may also be a lack of interest in others.
A. Limitations with social communication and
interaction across many areas, such as:
1. Limited social and emotional reciprocity, from
challenges starting conversations and problems
with maintaining to-and-fro communication.
Limited sharing of interests, emotions, or failure
initiating or responding to social interactions.
BELOW: This chart is a summary of severity levels in the
DSM-5, as defined by the American Psychiatric Association.
Social communication
Restricted, repetitive behaviors
Level 3
“Requiring very
substantial support”
Serious problems with verbal and
nonverbal communication, limitations
starting conversations and responding to
others. Communication is usually only for
basic needs, e.g. asking for food.
Stubborn behavior, problems dealing
with changes to routine and repetitive
behaviors. Diiculty in concentrating
on diferent things and taking action
immediately.
Level 2
“Requiring substantial
support”
Problems with verbal and nonverbal
social communication, social impairment
even though support provided. Does not
start conversations, limited response to
communication with others. Make simple
sentences, having limited interests and odd
nonverbal communication.
Stubborn behavior, problems dealing
with changes to routine and repetitive
behaviors, which happen oten and
are obvious to the casual observer,
interfering with daily life. Diiculty in
concentrating on diferent things and
taking action immediately.
No supports but communication problems
are noticeable with limited response to
communication with others. Appears to
have less interest in social interactions.
May be able to speak in full sentences
communicate, but problems in to-and-fro
conversations. Attempts to make friends
are odd and typically unsuccessful.
Stubborn behavior interferes with
some functions in life. Diiculty
switching between activities, problems
with organization and planning cause
issues with independent living.
Level 1
“Requiring support”
24
1. Stereotyped or repetitive motor movements, use
of objects, or speech (e.g., simple motor stereotypes, lining up toys or lipping objects, echolalia,
idiosyncratic phrases).
2. Insistence on sameness, inlexible adherence
to routines, or ritualized patterns or verbal
nonverbal behavior (e.g., extreme distress
at small changes, diiculties with transitions,
rigid thinking patterns, greeting rituals, need
to take same route or eat food every day).
Note: Individuals with a well-established DSM-4
diagnosis of autistic disorder, Asperger’s disorder,
or pervasive developmental disorder not otherwise
speciied should be given the diagnosis of autism
spectrum disorder. Individuals who have marked
deicits in social communication, but whose symptoms
do not otherwise meet criteria for autism spectrum
disorder, should be evaluated for social (pragmatic)
communication disorder.
Educators should specify if these conditions are also
present:
• With or without intellectual impairment
• With or without language impairment
• Medical, genetic or environmental factor present
3. Highly restricted, ixated interests that are abnormal in intensity or focus (e.g., strong attachment
to or preoccupation with unusual objects, excessively circumscribed or preservative interest).
2. Challenges with nonverbal communication
such as body reading and expressing body
language, abnormal eye contact during
conversations, problems with understanding
Severity level
B. Restricted, repetitive patterns of behavior, interests,
or activities, as manifested by at least two of the following, currently or by history:
4. Hyper or hypo reactivity to sensory input or
unusual interests in sensory aspects of the
environment (e.g., apparent indiference to pain
or temperature, adverse response to speciic
sounds or textures, excessive smelling or touching of objects, visual fascination with lights or
movement).
C. Symptoms must be present in the early developmental period (but may not become fully manifest until
social demands exceed limited capacities, or may be
masked by learned strategies in later life).
D. Symptoms cause clinically signiicant impairment
in social, occupational, or other important areas of
current functioning.
E. hese disturbances are not better explained by
intellectual disability (intellectual developmental
disorder) or global developmental delay. Intellectual
disability and autism spectrum disorder frequently
co-occur; to make co-morbid diagnoses of autism
spectrum disorder and intellectual disability, social
communication should be below that expected for
general developmental level.
Autism Spectrum Disorders
25
Inclusive Interfaces
As of May 2013, psychologists and psychiatrists are using the diagnostic criteria for autism spectrum disorder (ASD) as
deined by the ith edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Based on severity,
many of these map with my interaction design prototypes. hese diagrams contain the DSM-5 Diagnostic Criteria
mapping severity of symptoms to my educational interface projects.
My Interface Projects Mapped to Severity of Autism Symptoms
My Interface Projects Mapped to Autism Symptoms
Does not point at objects to show interest
Does not look at objects when another person
points at them
Severity Level
Numerology Visualization
3
Requiring
serious
support
2
Requiring
substantial
support
Requiring
support
Inclusive Interfaces
(Inclusive Player, Inclusive Timer,
Inclusive Gestural Interface)
Appear to be unaware when people talk to them,
but respond to other sounds
Spatial Learning
Inclusive Interfaces
(Inclusive Player, Inclusive Timer,
Inclusive Gestural Interface)
Spatial Learning
1
Little Drop
Has trouble understanding other people’s feelings
Prefers not to be held or cuddled
Little Drop
Perfect Customer
Has trouble relating to others or not have an
interest in other people at all
Avoid eye contact and want to be alone
Perfect Customer
Numerology Visualization
Is interested in people, but does not know how to
talk, play, or relate to them
Early Mobile interfaces (NYCe,
Learn2Gather, RoboTeacher)
Repeat or echo words or phrases said to them
Has trouble expressing their needs using typical
words or motions
Curious Learning
Does not play “pretend” games
Early Mobile interfaces (NYCe,
Learn2Gather, RoboTeacher)
Curious Learning
Repeat actions over and over again
Has trouble adapting when a routine changes
Has unusual reactions to the way things smell,
taste, look, feel, or sound
26
Autism Spectrum Disorders
27
Inclusive Interfaces
People with ASD oten have problems with social, emotional, and communication skills. hey might repeat certain
behaviors and might not want change in their daily activities. Many people with ASD also have diferent ways
of learning, paying attention, or reacting to things. Signs of ASD begin during early childhood and typically last
throughout a person’s life.
Symptoms of ASD: Early Intervention for Parents and Teachers
Symptoms:
• Not pointing at objects to show interest (for example, not pointing at an airplane lying over)
• Not looking at objects when another person points
at them
• Having trouble relating to others or not have an
interest in other people at all
• Avoiding eye contact and wanting to be alone
• Having trouble understanding other people’s feelings
or talking about their own feelings
• Preferring not to be held or cuddled, or might
cuddle only when they want to
• Appearing to be unaware when people talk to them,
but responding to other sounds
• Be very interested in people, but not know how to
talk, play, or relate to them
• Repeating or echoing words or phrases said to them,
or repeating words or phrases in place of normal
language
• Having trouble expressing their needs using typical
words or motions
• Not playing “pretend” games (for example, not pretend to “feed” a doll)
• Repeating actions over and over again
• Having trouble adapting when a routine changes
• Having unusual reactions to the way things smell,
taste, look, feel, or sound
• Losing skills they once had (for example, stop saying
words they were using)
Above: My advice, perspective on life and advice for people on
the autism spectrum has been published in many books around
the world, including the above two.
Right: An illustrated poster shows common symptoms for
detecting autism in children. Early intervention and support
leads to positive outcomes.
28
Savant Syndrome, Hyperlexia and Gifted
Learners
Savant syndrome is a rare, but extraordinary,
condition in which persons with serious
developmental disabilities, including autistic disorder,
have some ‘island of genius’ which stands in marked,
incongruous contrast to overall handicap. As many
as one in 10 persons with autistic disorder have such
remarkable abilities in varying degrees, although savant
syndrome occurs in other developmental disabilities
or in other types of central nervous system injury or
disease as well. Whatever the particular savant skill,
it is always linked to massive memory.
Gited people with ASD oten have savant syndrome, a late 19th century word originating from
European asylums where feebleminded individuals
were discovered to have extraordinary skills in memory and mathematics, though they could barely speak.
Savant experts like Dr. Darold Trefert and neuroscientists discovered that savants are more like the rest of
us. heir extraordinary skills tap into areas of the mind
(common to everyone) that function like supercomputers, compiling massive amounts of data from the senses
to create a working model of the world.
Without doubt, the best known autistic savant is a
ictional one, Raymond Babbitt, as portrayed by Dustin
Hofman in the 1988 movie Rain Man. However, the
original inspiration for the savant portrayed in Rain
man was the late savant Kim Peek, who memorized
over 6000 books and had encyclopaedic knowledge of
geography, music, literature, history, sports and nine
other areas of expertise (Peek and Hanson 2008). He
could name all the US area codes and major city zip
codes. He had also memorized the maps in the front
of telephone books and could tell you precisely how to
get from one US city to another, and then how to get
around in that city street by street. He also had calendar calculating abilities and, later in his life, advanced
musical talent had surfaced.
Savant syndrome, with its ‘islands of genius’, has a
long history. he irst account of savant syndrome in
a scientiic paper appeared in the German psychology
journal, Gnothi Sauton, in 1783, describing the case of
Jedediah Buxton, a lightning calculator with extraordinary memory (Mortiz 1783). Rush (1789), the father of
American psychiatry, also provided one of the earliest
reports when he described the lightning calculating
ability of homas Fuller ‘who could comprehend
scarcely anything, either theoretical or practical, more
complex than counting’. However, when Fuller was
asked how many seconds a man had lived who was 70
years, 17 days and 12 hours old, he gave the correct
answer of 2 ,210 ,500, 800 in 90 s, even correcting for the
17 leap years included (Scripture 1891).
Detailed reports of these and many other savants
dating from Down’s original description of the disorder
are contained in the 2006 book Extraordinary People:
Understanding Savant Syndrome (Dr. D. Trefert).
Moreover, information about many of them,
including some video clips, can be accessed on the
savant syndrome website maintained by the Wisconsin
Medical Society Foundation at savantsyndrome.com
Ater several centuries of reports and observations,
we know that:
(a) he condition is rare but one in 10 autistic persons
show some savant skills. In Rimland’s (1978) survey
of 5400 children with autism, 531 were reported by
parents to have special abilities and a 10 per cent
incidence of savant syndrome has become the generally accepted igure in autistic disorder. Whatever
the exact igures, developmental disabilities are
more common than autistic disorder, so a reasonable estimate might be that approximately 50 per
cent of persons with savant syndrome have autistic
disorder and the other 50 per cent have other forms
of developmental disability, intellectual disability or
other CNS injury or disease. hus, not all autistic
persons have savant syndrome and not all persons
with savant syndrome have autistic disorder.
(b) Savant skills typically occur in an intriguingly
narrow range of special abilities. Considering all the
abilities in the human repertoire, it is interesting
that savant skills generally narrow to ive general
categories: music, usually performance, most oten
piano, with perfect pitch, although composing in
the absence of performing has been reported as has
been playing multiple instruments (as many as 22);
art, usually drawing, painting or sculpting; calendar calculating (curiously an obscure skill in most
persons); mathematics, including lightning calculating or the ability to compute prime numbers, for
example, in the absence of other simple arithmetic
abilities; and mechanical or spatial skills, including
Autism Spectrum Disorders
29
Inclusive Interfaces
TEACHING through TECHNOLOGY
Virtual Learning Environments
the capacity to measure distances precisely without
beneit of instruments, the ability to construct complex models or structures with painstaking accuracy
or the mastery of map making and direction inding.
Virtual Reality technologies have a real potential for allowing people with Autism to take ownership over their
spaces and design them for their own needs. Studies
with the online virtual environment Second-Life have
shown that communities of people with Autism can be
formed online. Inspired by research on visual-spatial
abilities and memory of people on the autism spectrum, I prototyped a screen-based learning experience
using MOOC video lessons and text. he results can be
seen in my projects section later (see pages 67-75).
Hyperlexia, which is distinguished by precocity
rather than age-independent level of skill, has also been
frequently reported in autism (Grigorenko et al. 2002).
Education of Savants
Dr. Trevor Clark (Autism Association of New South
Wales, Sydney, Australia — 2001) developed a savant
skill curriculum using a combination of successful
strategies currently employed in the education of
gifted children. These include enrichment, acceleration, mentorships well as autism education in
an attempt to channel often non-functional savant
and skills of a group of students with autism. This
special curriculum proved highly successful in the
functional application of savant skills and an overall
reduction in the level of autistic behaviors in many
subjects. Improvements in behavior, social skills and
academic self-efficacy were reported, along with
gain in the communication skills of some subjects.
Donnelly and Altman (1994) noted that increasing
numbers of ‘gifted students with autism’ are now
being included in gifted and talented classrooms
with non-disabled gifted peers. Accompanying elements are an adult mentor in the field of their talent,
individual counselling and small-group social skills
training. Some specialized schools are emerging as
well. For example, Soundscape Centre in Surrey,
England began operating in 2003 as the only specialized educational facility in the world uniquely
dedicated to the needs and potential of persons with
sight loss and special musical abilities, including
musical savants. Orion Academy (www.orionacademy.org) in Moraga, California, USA specializes in
providing a positive educational experience for high
school students with Asperger’s syndrome.
Hope University (www.hopeu.com) in Anaheim, California is a fine arts facility for adults with
developmental disabilities. Its mission is to ‘train
the talents and diminish the disability’ through the
use of fine arts therapy including visual arts, music,
dance, drama and storytelling.
30
Robots Teaching Children with Autism
Over the last 20 years, robots have been introduced
as ‘social agents’ in a variety of contexts, including
adult group homes, day care centres and classrooms.
I refer to the machines that not only replicate some
human tasks but physically resemble their human
counterparts, in some shape or form, like the android C3PO from the movie Star Wars. Lower costs
for increasingly sophisticated technology and greater
robotics education through the Lego Mindstorms
kits have led to an increase in interest in robots. An
increase in schools offering Lego robotics as well as
robot battle events has increased awareness. At the
same time, examples such as Paro, Japan’s therapeutic robot seal have been proven as a therapeutic
service for the elderly. New tools being developed
at the University of Southern California for people
with ASD show particular promise, particularly with
solutions that include the use of sensors and robots.
Directly applicable use cases for Robots include:
• Cueing and joint attention (teacher
replacement)
• Social skill learning (non-judgmental)
• Language and communication
(conversation)
• Motor skills learning (eye gaze and
movement with the robot in a space)
Above: My interactive video display project for gifted learners,
Perspective. March-April 2014. Displayed at the 2014 MFA
Thesis Show and the 2014 DMI Fresh Media Shows (Boston
Cyberarts and Nave Somerville.)
• Learning objectives and description Robot
behavior (in context of digital learning
content and accelerated learners)
• Imitation
• Turn taking
• Asking for help
• Self-initiation
• Problem solving
• Asking questions
• Sharing
• Introducing oneself
• Bringing the robot into a learning
environment (classroom etc.)
I was interested in prototyping a use case where
the robot could replace the teacher or become an
affordable alternative, in the absence of a trained expert. I thought about a robot being a teaching companion for the student, sounding like the iPhone SiRi
app, but active in starting conversations and leading
student to mapped curriculum-based content. The
RoboTeacher app (see page 79) design prototype was
a screen-based interface demonstrating this idea.
Online and Distance-based Learning
Learners on the autism spectrum traditionally function better in quiet environments, with self-pacing
and self-motivated learning. This can be achieved
using distance learning tools and technologies such
as MOOCs, video conferencing, open educational
resources and personal video players. Computer-based learning is superior to traditional class
room learning, in most cases. Most of my Inclusive
Interface project prototypes were created to support
learning from digital resources, providing interface
choices to access content in different ways.
• Robots as natural student learning
motivators (for those with Autism)
Teaching through Technology
31
Inclusive Interfaces
Universal Design for Learning
In order to explore the strong connections between
technology and tools for students on the autism
spectrum, I referred to November 2013 book edited by
Katharina Boser, Mathew Goodwin and Sarah Wayland: Technology Tools for Students with Autism.
he book conirmed my suspicions about the
traditional learning environment being inefective for
students on the spectrum, particularly those who are
gited and learn better, deeper and faster on their own.
Such a traditional learning environment can be
described as a way of representing information (text,
lectures etc.), as way of expressing what learners know
(listening, reading etc.) and a way of engaging with
learning. One topic may or may not be interesting to
all.
he traditional classroom is for the “average learner
with median social, communication and self-regulation
behaviors, not optimal for most learners on the autism
spectrum.” (Katharina Boser; Matthew Goodwin; Sarah
Wayland. Technology Tools for Students with Autism:
Innovations hat Enhance Independence and Learning.
Brookes Publishing. pp 24. 16 October 2013. Print.
April 8, 2014.)
Alternative to the traditional learning environment, the universal design principles for learning (UDL)
(CAST 2012 ) are lexible approaches for individual
learner needs. As an educator, I saw these UDL principles being an efective list to guide the design of tools
for Multiple ways of representing information (Visual,
text, sound, tactile, interactive) hese would cater to
perception, language, expression and symbols. For
comprehension, UDL principles state that there should
be diferent ways of customizing display of information,
and alternatives to auditory information.
Alternatives to visual information would include
varying methods for response and navigation (user interface, as addressed by my interface projects) and optimized access to tools and assistive technologies. UDL
states that there should be multiple ways of acting and
expressing ater interacting with the information, such
as physical action and communication. UDL principles
that would help executive functions include clarifying
vocabulary, symbols, syntax and structure. Supporting
decoding of text, mathematical notation and symbols,
promoting understanding across languages, illustrating
through multiple media.
32
Classroom-based Technology Tools
Getting learners used to diferent levels of performance
(eg easy, medium, hard) in their subject area would
deepen learning.
here should be many ways of engaging with the
learners, particularly through multiple topics and selective interests. his would lead to recruiting interest,
self-regulation of background knowledge, highlighting
patterns, critical features and relationships. he UDL
principles allow accommodations for learners to generalize, appropriate goal setting and an enhanced capacity
for monitoring progress
he fundamental goal of universal design principles
for learning (UDL) is to develop an expert learner,
who can understand the way they learn, and manage
internal and external resources to manage the demand
of their own learning. As learners develop expertise in a
subject area, they become better at focusing on critical
features, their understanding becoming holistic and luid. hey employ rules in a discretionary manner which
changes based on context. hey are able to manipulate
abstract elements to achieve their learning goals.
Routines are very important for people with ASD, as
they help manage social and academic pressures. Reinforcing routines and facilitating transitions requires a
structured environment, most oten being the classroom itself. he TEACCH approach for children with
ASD provides visual structure to translate expectations
around the learning environment, with traditional tools
such as visual schedules. My interests and research with
technology-based interfaces made me consider how I
would help a person with ASD navigate their learning
environment. As a response, I thought about these
design interventions:
When an engaging interface is provided for online-learning, individual learning performance can be
optimized, minimizing the time to learn, leading to
longer retention. Nishikant Sonwalkar of MIT uses a
Pedagogy Efectiveness Index (PEI) (on scale of 0 to
1) to measure success for online education platforms,
based on diversity in Media, Interactions and catering
to diferent learning styles. A higher PEI score requires
diverse content as well as content access choices
(e.g.. interfaces and interactions).
• Routine and self-management: A personal
smartphone or tablet can have a pre-loaded story
that reminds the student about their task, and
what to do if they are feeling frustrated, tired
or overwhelmed-an example can be digitized
animations of “Social stories” by Carol Gray on the
smartphone, viewed when needed by students:
o A 3D virtual world can be used to simulate a
quiet class environment, an example being my
Spatial Learning project (see page 78).
o Visual timers and stopwatches can be used
for periodic breaks, in case students want to
compete against each other in an exercise, e.g.
reading a page, an example being my Inclusive
Timer project (see page 72).
• Delivering instruction
o A mobile MOOC app can be used to replace
the classroom teaching structure, to enable
the student to learn at their own pace, in
their own environment. An example being
my Learn2Gether app.
o Instead of a blank paper, a diagram
of content structure can be used e.g. main
idea, supporting idea1, supporting idea 2,
conclusion etc. his will help speeding up
productivity and reduce confusion and
distraction.
Teaching through Technology
33
Inclusive Interfaces
CONTEXTUAL Research
Learning Strengths of Gifted People on the Autism Spectrum
Jacob Barnett, Child Prodigy and Researcher
Jacob was a 2 year-old nonverbal toddler when he
was diagnosed with moderate to severe autism. His
parents were told about the symptoms of Autism, that
he may never talk, go to school or become independent, requiring help with even simple things like tying
his shoelaces. In 2014, 14-year old Jacob is close to getting a Quantum Physics PhD from the world-renowned
physics research lab, the Perimeter Institute of Canada.
With a tested 170 IQ, Jacob is working on a new theory
of relativity, which his professors say may win him the
Nobel Prize for physics.
At the age of 10, Jacob enrolled at the Indiana
University — Purdue University Indianapolis (IUPUI),
teaching college students in calculus and publishing
research in science journals. He still has Asperger’s
Syndrome (An autistic spectrum disorder) and runs a
charity, Jacob’s Place, for children with Autism, using
his life story to dispel myths about the disorder.
His mother, Kristine Barnett says that Jacob has
dealt with his Autism symptoms — “He overcomes it
every day. here are things he knows about himself that
he regulates every day,” she told the Indianapolis Star
newspaper last year.
he early childhood development of Jacob Barnett
has been painstakingly documented by his mother in
the book Spark: A Mother’s Story of Nurturing Genius.
his allowed me to see his learning style and similarities with myself as well as other people with ASD.
Kristine wrote that Jacob was attracted to colored
alphabet lash cards at age 3, when he was nonverbal.
She bought more of them and allowed him to take
them with him everywhere, from school to his bed.
His educators tried to take the cards away but failed
to do so, while his mother bought him more of them,
encouraging him.
Jacob seemed to ignore the pain from his ear infection only when looking at the geometric plaid pattern
on the duvet cover on his bed, his face
inches away from the lines.
his hyper-focus behavior, shiting attention to patterns, and blocking pain and sensory input is similar to
what I did when I was younger, during my own ear infections. Both blocking of sound and ear infections are
common traits for those on the autism spectrum, due
to sound sensitivity. I propose here that the neuro-plastic brain of a child on the spectrum tries to minimize
this latent sound and ear sensitivity pain through attention diversion by hyper-focus on an environmental
object, the greater levels of focus being a direct result of
pattern recognition abilities.
Kristine Barnett wrote that Jacob liked his alphabets
so much that he played with anything that looked like
them, including the colorful alphabet refrigerator magnets. Jacob kept his eyes focused on the magnets far
away as he completed a puzzle. He did it in 14 seconds
with his non-dominant hand, a puzzle that took other
2 year olds an average of two minutes to complete. his
was an example of splinter skills, found commonly
among those on the autism spectrum. here are delays
in communication and a lack of eye contact, but there
may be exceptional and even gited ability in areas such
as pattern recognition.
Kristine knew about the squeeze-machine designed
by Temple Grandin that allowed reduction of anxiety and an increase in concentration by an interactive
proprioceptive squeezing sensation. She made a similar
pouch out of a sewed up hammock for her son Jacob,
which allowed him to concentrate better at the card
recognition games that she played with him.
his shows that proprioception, i.e. body awareness
and pressure can help in concentration. In Jacob’s case,
the pouch blocked out the environment and had one
opening to look outside, blocking other visual inputs.
With suicient concentration and focus, the smartphone screen allows learners to concentrate on
content, oblivious to the people around them.
Kristine writes that she had read up on savants,
their memory abilities, remembering maps, obscure
information like number plates and phone book information.
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Inclusive Interfaces
Jacob could do these things, but more than these,
he actually understood how to think and analyse the
information that he was reading.
His pattern recognition abilities are an indication
of incremental, logical thinking found among gited
children, who use memory like Lego blocks, building
up complex concepts. he interesting learning pattern
that seemed to emerge in Jacobs’ daily interactions was
a system of incentives from his mother Kristine. hese
were not the traditional “Do this test and I will give you
a candy bar”… but more towards “Do this class.” Jacob
would be rewarded later by counting coins, looking at
car number plates or working with large 5,000-piece
puzzles at home. hese rewards were of his interest, and
primarily educational in nature. Kristine was motivating Jacob to learn a diicult subject or lesson by giving
him a subject of his interest to learn later.
Jacob learned about other savants by seeing their
interviews on YouTube, showing that he was familiar
with online learning platforms, in 3rd grade, when he
was 8 years old. His pro-active mother took him to audit an astrophysics class at Indiana University—Purdue
University Indianapolis (IUPUI), taught by Professor
Edward Rhoads.
his allowed him access to professors who he could
have conversations with, eventually leading to further
mentoring, classes and advice that led to an accelerated
path as a physics researcher. If not for his mother, Jacob
would still have been following an age appropriate (as
opposed to ability appropriate) Individualized Education Program (IEP), set forward by a special educator at
a public school.
here are many Jacob Barnetts out there in the
world, child prodigies born in developing countries
outside the United States. hey do not have access to
the inclusive (but imperfect) educational environment
in the US, and may not have an educated mother such
as Kristine Barnett to advocate for their special needs.
I identify with some of Jacob’s abilities as I faced many
of the same challenges that he did, when I was growing
up. I designed tools and interface prototypes, for gited
learners such as Jacob, so that educators and neurotypical students could understand the experience of learning faster while trying to minimize sensory overload.
36
Temple Grandin: Self Advocate and Academic
Temple created the “hug box”, a device to calm autistic
children through proprioception. She was the subject
of an award-winning biographical ilm Temple Grandin,
starring Claire Danes, which won an Emmy award in
2010. Temple Grandin was listed in the Time 100 list
of the 100 most inluential people in the world in the
“Heroes” category.
Temple is the most public igure among all self-advocates for Autism around the world. Her 2013 book
he Autistic Brain: hinking from Across the Spectrum
addresses the diversity of the autism spectrum, giving
examples of diferent learning styles and strengths, as
opposed to weaknesses, of people on the spectrum.
Temple addresses the learning styles of people on
the autism spectrum from the perspective of their sensory challenges i.e. categorized as:
3) Sensory modulation (over or under responsiveness)
with extreme taste or smell sensitivity. his pertains
to smell and taste.
1) Sensory seeking, leading to inattentive or over
focused behavior. Examples of these may include
rocking, spinning, twirling, hand-lapping or noisemaking. For a neurotypical person, these may translate to craving certain foods, feeling certain textures,
hearing certain sounds as a comparator.
Above: Jacob L Barnett is a mathematician and
astrophysicist who, while still a teenager, has become an
orator of physics classes at Indiana University.
2) Sensory modulation (over or under responsiveness) with movement sensitivity and low muscle
tone. Here, senses are overwhelmed, e.g. problems
tolerating sounds, bright lights, the texture of a chair
or a noisy environment. A sensory neutral interface
can help learners on the spectrum, particularly if
they have the choice of interaction with a learning
interface. E.g. hands-free control such as eye or hand
tracking or voice input. With under responsiveness,
there can be non-responsiveness to a name or under
reacting to pain. In such a situation, a responsive
interface could be used to shows immediate result
of the interaction. Examples can include haptic
feedback. Children with ASD who have atypical
movement sensitivity are usually over-responsive to
proprioceptive and vestibular input i.e. parts of body
working together or the sense of balance. Children
with low energy and weak motor responses have
poor ine and gross motor skills, common with Dyspraxia.
Above: Temple Grandin is an American doctor of animal
science, a professor at Colorado State University, a
best-selling author, an autistic activist, a consultant to the
livestock industry on animal behavior, and an engineer.
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Inclusive Interfaces
Visual Processing Problems
Temple points out that tablets have huge advantage
over computers, since you don’t have to take your eyes
of the screen, leading to a cause-and-efect relationship that can be made easier through haptic feedback
(where suitable). She also points out to educational
implications of people on the spectrum not being good
processing faces and emotions. his has implications
on video training with results and a disembodied
voiceover or transcript to complement the professor or
instructor speaking on the screen.
She goes on to describe Irlen Syndrome, where
people on the autism spectrum cannot tolerate the
white background of paper, overwhelming the senses
due to brightness. A simple use of sunglasses, tinted
glasses and colored paper (and colored phone or tablet
backgrounds) can help the learning process. In such a
situation, I would recommend learners on the spectrum to use LCD screens, which do not licker, as well
as variable (larger) font sizes for easier reading.
Auditory Processing Problems
Due to a larger Amygdala (part of the brain that
controls ight vs. light response and anxiety) in people
with ASD, sensitivity to sound causes all kinds of sensory problems. Categorized as auditory processing disorders (problems with hearing too much or too little),
Temple has identiied four of these common problems:
1) Language input: Either the spoken words are too fast
or the words don’t connect to the correct meaning.
In such a situation, a visual analogy or pointer, along
with subtitles, may help learning.
2) Language Output: Speaking out a response through
stuttering or not being able to vocalize a spoken
answer. A simple text to speech solution can help,
as well as button-based answers common on digital
systems.
3) Attention shiting slowness: An interface that allows
a next button, gives control to the learner to move
at their own pace, to repeat the educational content
when distracted and to control volume, exists in
most digital learning platforms.
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4) Hypersensitivity to sound: he hyper-focus and
concentration issues disrupt chain of thought. Sudden phone calls may distract and disturb learning.
A sound-free environment or insulated headphones,
along with a narrow visual interface, can stop or
limit environmental distractions.
In such a situation, I would personally recommend
that learners wear earplugs, record unpleasant sounds
and play them back with a lower volume to de-sensitize
their ears. Her indings and research have been veriied
by researchers who read her publications and books, as
well as educators and scientists.
Touch and Tactile Sensitivity Problems
A strong skin sensation that makes you uncomfortable would deter learning as a result of the distraction
or pain. According to Temple, some people on the
autism spectrum are sensitive to types of textures,
e.g. soft, warm, grainy, wet, oily surfaces. Skin or
hair sensitivity due to clothes is a personal issue, and
an educational interface or environment that tackles
these issues needs to adapt itself, to the needs of the
learners touch. A glass tablet with haptic feedback
may be a good idea, unless skin sensitivity is high,
and hands free or eye tracking or even voice control
with a visual feedback interface would provide more
comfort.
In such a situation, I would recommend learners
with ASD use a heavy mouse or an object-based
interface, or a touch screen with haptic feedback.
Olfactory (Smell) Sensitivity Problems
Educational technology and interfaces do not usually
refer to smell as a distracter, but for some on the
spectrum, smell is form of sensory overload, according to Temple. However, research has shown that
avid readers prefer the touch and smell of a book,
whereas the person on the autism spectrum may be
choose no smell or paper grain. The digital delivery
model of education would be superior for a person
on the spectrum, in such a situation. An interface
that lacks any noticeable smell e.g. of plastic, oil,
rubber or wood, as well as a texture free smooth
glass interface, would be optimal. Added smells, perfumes or a mild scent may help making an interface
more pleasant to the user.
In such a situation, I would recommend a learner
with ASD to use aromatherapy oils, peppermint oil
or using an interface with no smell.
Two Types of Visual hinkers: Spatial vs Object
Temple Grandin refers to the Autistic picture-based
visual thinker as a person whose thoughts rely on
images, and the pattern-based thinker as a person
that thinks in terms of space. She had conversations
with an expert in the area, Dr. Maria Kozhevnikov,
who researched this area in the late 1990s at the
University of California. Temple was given a test to
determine her own visual thinking type. She took the
Vividness of Visual Imagery Quotient (VVIQ) test,
which asked her to imagine colors and shapes,
noting how vivid they were in her mind. Her interaction with Maria’s test allowed her to see that a person
on the autism spectrum, like neurotypical, would
either be visually strong, or spatially strong. Temple
concluded, at least for her own tests, that high object
imagery plus autism would equate a scientific mind.
This has an interesting result on educational materials, particularly content relating to emotion, e.g.
when opinions about relationships are being taught
to a person on the autism spectrum.
Like Temple, my memories are spatial. I share
my design and engineering career path with her, as
well as a love of animals, details and visual thinking.
Her perspectives are not unique, but they are rare,
particularly as a primary source of research. Temple’s success as a designer is a result of her concentration and focus, which I would go as far as to call
‘hyper-focus’, paying close attention to the smallest
details in a short period of time, definitely a gifted
ability.
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Inclusive Interfaces
Universal Design in Higher Education
During my fall 2013 Industrial Design: Form class, I
looked at Human-centric design work by industrial
designer Don Norman, who is credited with saying, “When we design something that can be used
by those with disabilities, we often make it better
for everyone.” I had researched and read about the
universal design framework, an inclusive industrial
design process that could help me frame my ideas
and create prototypes.
Ronald L. Mace, former program director of The
Centre for Universal Design at North Carolina State
University coined the term universal design around
1997. Universal design (UD) evolved from accessible
design, a design process that addresses the needs of
people with disabilities. UD goes further by recognizing that everyone passes through childhood,
periods of temporary illness, injury and old age.
By designing for human diversity, we can create
things that will be easier for all people to use. UD
takes into account physical, perceptual and cognitive
abilities, as well as different body sizes and shapes.
In 2012, Centre for Inclusive Design and Environmental Access (IDeA Centre) researchers Edward
Steinfeld and Jordana Maisel updated their definition of universal design in the text book Universal
Design: Creating Inclusive Environments as “A process
that enables and empowers a diverse population by
improving human performance, health and wellness,
and social participation.”
In addition, the IDeA Centre developed eight
Goals of universal design to accompany the updated
definition. Each goal corresponds to a measurable
outcome and a knowledge base from research:
• Body fit — accommodating a wide range of body
sizes and abilities.
• Comfort — keeping demands within desirable
limits of body function and perception.
• Awareness — insuring that critical information
for use is easily perceived.
• Understanding — making methods of operation
and use intuitive, clear, and unambiguous.
• Wellness — contributing to health promotion,
avoidance of disease, and prevention of injury.
Copyright 2013
John Werner / MIT Media Lab. USA
• Social integration — treating all groups with
dignity and respect.
• Personalization — incorporating opportunities
for choice and the expression of individual
preferences.
• Appropriateness — respecting and reinforcing
cultural values and the social and environmental
context of any design project.
Three aspects of universal design for higher
education are:
A. Instruction / Delivery methods
B. Information Technology
C. Physical Spaces
A) Instruction / Delivery methods
Using UD principles for design, we have to use
multiple instructional delivery methods which are
accessible to all or most users. We select flexible
curriculum i.e. MOOC content and Open Educational Resources. Using technology gives flexibility and choices. Web-based text content
must be accessible for text to speech readers.
Universal, simple web templates can be used to
deliver content, using structured, logical and
commonly used UI elements. We make content
relevant, catering to characteristics such as age,
gender, ethnicity, race, socioeconomic status and
interests. Using real world case studies helps map
learning to professional outcomes. Diverse student and staff backgrounds help the educational
process. Providing course materials ahead of time
allows self-preparation and accommodation. Provide multiple ways to gain knowledge, something
that is of particular interest in my projects. I have
thought about the same content being presented
in different ways, for example a lecture as a presentation file with slides, as an mp3 recording or
even as a summary of the discussion. Using large
visual, tactile aids or even small physical models
of objects allows deeper engagement and accessibility, particularly for those with special needs
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Inclusive Interfaces
or a strong learning style. Accommodations are
closely connected with assessments, extra time,
personal mentoring and time to test out different interfaces (particularly new technologies) is
essential for student and teacher comfort. Augmenting communication through a chat system,
using communication apps on portable devices
as well as specialized software can help students
adjust and give timely feedback in the learning
environment. Use of video training and online
software allows students to learn at their own
time and pace, particularly those that need extra
time to prepare.
B) Information Technology
Early 1980’s efforts to make IT accessible led to
creation of universal design guidelines for information technology, addressing issues pertaining
to sensory, physical, cognitive language abilities as
well as seizures (due to their visual trigger). The
user interactions with IT became divided based
on their function and when the user had to work
with them through the human computer interface
(HCI).
Output/Design – UD principles should maximize
the number of people who can
• Hear the sound clearly
• Not miss important information if they can’t
hear
• Can see visual output and can read text
• See visual output clearly
• Not miss important information if they can’t
see
• Understand the output (visual, sound etc.)
Input/Controls — includes all forms of HCI —
human computer interface including the mouse and
keyboard, but not limited to them.
UD principles have to maximize
• Reaching controls easily
• Finding the controls if we can’t see them
• Reading labels on the keys
• Determine status of controls/keys if we can’t
see them
• Physically operate controls and other input
mechanisms
• Understand how to operate the controls
• Connect special alternate input devices
Manipulations: These include actions that involve
routine maintenance and handling, including
connecting/disconnecting wires.
• Physically insert and remove object required to
operate a device
• Physically handle or open the device
• Remove/replace detachable parts
• Understand how to manipulate parts to use the
product
There are additional accommodations for documentation and safety, which I will not reference,
assuming that the commercially available interface
technology I am using is easy to use (plug and play)
as well as safe for the end user. I used commercially
available interaction design hardware (Leapmotion,
Kinect, RFID Reader etc.) that has been tested independently for quality and safety.
C) Physical Spaces
Accessible entrances, lecture style open classrooms, adjustable height furnishings, equipment
for light, sound and projection control, sound insulation, heating, visible facades and tech-enabled
environments are some factors that allow learner
success in the physical space. The implementation of Learning Studios, i.e. transformable tables
and movable chair, easily configurable from large
to small student seating groups, allows students
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to spread out their materials and collaborate on
their own terms and comfort levels. It may be
impossible to physically accommodate every kind
of learner, but by using universal design principles, the maximum number of learners can be
accommodated to their individual needs, facilitating their learning process. Structured teaching
classroom setups in inclusive schools for people
on the autism spectrum already demonstrate this
wide adaptability, customization and environmental control for lighting, sound insulation as well as
blocking visual stimuli
through portable barriers.
Interested in surveying physical learning spaces
around the Boston area, particularly those that
encourage collaboration, innovation and creativity,
I observed these environments:
A) Artisans Asylum
Artisan’s Asylum is a non-profit studio located
in Somerville, Massachusetts. They have a large
space with materials and power tools to support
artists and makers. The whole space is open, there
are few doors except tvhose for noise filtering and
paint/welding areas. Collaboration and meeting
other experts in open spaces is what allows makers and hackers to join and build companies, with
many successful Kickstarter projects coming out
from the Artisan Asylum (e.g. 3Doodler, MagnetComic, Project Hexapod and OneTesla).
• Some of the projects there have no commercial
goal other than artistic endeavour and a “cool factor.” I saw the team that is making a 12 ton steel
monster robot spider that can be ridden by a person. I also saw the workspace of the team behind
the 3doodler plastic printing pen, a successfully
backed kickstarter.com project.
• More than the art, the Asylum’s real success is
connecting people with similar interests, who
team up to work on projects together.
To encourage risk, entrepreneurial thinking and
critical thinking, I would build on what I saw at the
Artisan’s Asylum. Ideas such as online collaboration,
mentoring, access to experimental interfaces and
novel ways to interact with online content would
help make a good learning environment. My Inclusive Interface and Form prototypes implemented
these ideas.
Physical Space of the Artisan’s Asylum
• It is a messy place, full of equipment and creative projects. However, there is an unusual honor
code, modular system, collaborative spirit and
sheer will to succeed that drives the people who
work and create things here.
• The equipment is expensive, dangerous and
very versatile, regular trainings are held there as
well as workshops to train new users and share
knowledge.
• The entrepreneurial spirit is very strong there.
I met people from all backgrounds, who spend
their days or nights there. Almost everyone knows
each other by name.
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Inclusive Interfaces
B) Intel Computer Clubhouse
A non-profit after-school skill-based tech
program for under-served young adults.
Physical Space of the Computer Clubhouse
• A comfortable environment with creative works
of past student participants displayed on reachable shelves, the constructionism project-based
philosophy of Seymour Papert is embodied in this
after school program for Boston’s underserved
minority youth.
• There are no tests, no grades and no reports. Students ‘play’ with materials and give presentations
on topics that are relevant to their lives and to
their areas of interest. There is a very strong social
and civic undercurrent at the program, with emphasis on equal education through accessibility.
• Career-based skills are taught to the children,
such as video editing, presentation skills, sound
editing, script writing and desktop publishing.
These skills get them internships and lead to jobs
and careers, based on their portfolios.
• Students are young teenagers but are treated with
respect as responsible adults. The behavior of the
clubhouse faculty and participants, and the prevailing culture of trust stems from a highly visual
way of presenting curriculum, by displaying
finished projects on a wall, instead of a written
list. Ideas that I took away from the space of the
Intel computer clubhouse relate to an informal,
collaborative non-pressure environment, very different from a time-based focused online learning
environment such as for a MOOC.
44
C) MIT Media Lab
Spaces for learning include the macro (building/
organization) as well as the micro (seating space
for a student with laptop or a mobile learner
with a smartphone/tablet). The MIT Media Lab
was designed by architects Maki & Associates
and sponsored by SEGA, to encourage collaboration and sharing of projects on the premise
of a kindergarten. The lab has large glass walls,
video demos and prototypes as well as interactive art scattered everywhere. Large open areas
are designed to encourage a comfortable and
non-judgemental environment.
Physical Space of the MIT Media Lab
• The trusting and transparent culture of the MIT
Media Lab (with information kiosks distributed all over the building) and the large seethrough glass walls encourage collaboration in a
non-judgemental environment. The culture of the
space at the Media Lab is supportive, the success
of the organization being the people that it drew
from all over the world. I learned that greater success and creativity can happen when people from
unrelated fields collaborate on ambitious projects,
having fun by creating together.
• The whole building looks like a large kindergarten
space that encourages students to play and learn
through collaboration, sharing and remixing ideas
and prototypes. Design of educational environments would need to feel safe and comfortable,
even if that means using skeumorphic visuals.
• The furniture is mobile, the walls are made of
soundproof glass and all kinds of experiments
happen throughout the day and night. Being inspired from this physical layout, I wanted my user
interfaces to be adaptable, changing their appearance based on the type of user. They would see
sample videos of content that other users may be
seeing right now, or ask a question from another
user not in the current/related MOOC or subject
of learning, with an “ask another online user”
button to encourage cooperation.
• The classrooms are designed like board rooms,
in a circular knights-of-the-round-table manner,
with a small number of graduate students led by
two or more professors in classes that encourage
collaboration. Small groups allow
deeper and intimate communication.
These observations helped develop my concepts
about spatial learning, physical structure, accessibility and the role of content curation in context of an
open learning environment.
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Inclusive Interfaces
Evolution of Education through Technology
From University to MOOCs
During my fall 2012 design seminar class with Professor Joseph Quackenbush, I researched the origin
of the world’s earliest university system, Takashila.
I was surprised to find out that it originated in the
area that is now Pakistan, my country. The “evolution of education” through recorded history has been
consistent, adapting and changing through technology. The Internet and new media has enabled Open
Educational Resources (OERs) and MOOCs: Massive
Open Online Courses to become the next iteration
towards low-cost scalable education. My research led
me to blended, adaptive Moocs as the strongest contender for supplemental learning. Dynamic media
technologies are influencing the educational experiences and goals of education, from a formal mass
production model to a user-led interest-based future.
This research allowed me to dig deeper into my own
historical role as a teacher and foresee the impact
MOOCs can have on a larger under-served population without college degrees, particularly those with
learning disabilities and different
learning styles.
Established around 700BC, Takshashila (also
called Taxila) was the oldest recorded formal university in history. Created by Hindu and Buddhist
kings, Takashila taught over 10,500 students from all
over the world, most of them from ancient empires
of Babylon, Greece, Arabia and China. Students
joined at age sixteen, paying for their own expenses,
or working for the teacher. The university specialized in medicine.
The oldest university that still exists, for the English speaking world, is Oxford University in the UK.
Proof of teaching has been found to have started as
early as 1096 AD, making it the second oldest surviving university, after the University of Bologna.
Education has always changed through jumps in
technology. The printing press enabled cheap mass
production and personal ownership of textbooks.
Computers made education even cheaper and reduced the geographical and national limitations.
46
The biggest jump and personalization came with
cheap personal smartphones and the miniaturization
of technology through apps.
The University of Phoenix is an online university
with more than 112 international campus locations
and over a 100 degree programs. Reports have found
out only 5% of online students actually graduate,
with tuition costs being as much as five times the
cost of community colleges. Some have gone as far
as to accuse the University of Phoenix of being a
criminal enterprise that taking advantage of veterans, minorities and people with disabilities. Because
of it widespread brand awareness, the example of the
University of Phoenix is given to demonstrate the
large profit that can be made in helping non-traditional students achieve their educational goals, providing them a better, safer and individually relevant
learning experience. MOOCs with paid certificates
are a cheaper alternative to online ventures such as
the University of Phoenix.
Many institutions tried to commercialize MOOCs
as well as online education, going as far back as the
early 90s, but lost time and money due to lack of
interest and credibility. Hybrid educational models, university credit and a developing collaborative
free-mium (pay for certificate) model succeeded in
recent years, where these early initiatives failed.
Launched in 2001, MIT’s OpenCourseWare gives
away MIT’s course and teaching materials for their
undergraduate and graduate courses, free to any
learner in the world. Teachers can use the materials
for curriculum development, and life-long learners
can make their own syllabus. With a new iPhone app
and future cooperation with edX and MIT’s open
learning initiatives, the OCW program is the leading
open-educational-resource platform for high quality
higher education content.
There have been major innovations in the Online
Education space, leading to different hybrid experiences and mashups that are very different from
classroom education. The focus is shifting towards
online communities, peer reviewing as well as micro
skills and certifications for career growth.
The earliest Massive Open Online Courses
appeared around 2008, free, online and collaborative. Stanford’s 2011 launch of MOOCs by Sebastian
Thrun led to over 160,000 students signing up. High
publicity led to creation of for-profit companies like
Udacity and Coursera, as well as MIT and Harvard’s
edX, a non-profit response to steps taken for the
commercialization of online education. MOOCs
continue to evolve into hybrids such as cMOOCs
and xMOOCs, with great strides being made using
free video conferencing and online forum tools from
Google and other technology vendors.
Newly formed middle organizations such as
Learning Counts provide mapping of MOOC course
outlines to for-credit University courses. The implications are important, as a significant part of an
undergraduate degree can now be replaced by online
course credit, reducing cost and allowing flexible
studying hours. Complete online-only undergraduate degrees from Georgia Tech are now possible,
through MOOCs and evaluation software. However, research has shown that MOOCs are not being
taken by those that need them the most, minorities,
under-served communities and those with special
needs and learning disabilities.
In the words of Northeastern University president
Joseph Aoun, “We’re witnessing the end of higher
education as we know it.” A growing number of
for-profit MOOC and hybrid OER ventures (edX,
Coursera, Udacity) are re-evaluating their successes
due to low completion rates, lack of access for the
under-served and a strongly college-based teaching
model that seems to work primarily for self-driven,
motivated students. The premise of a new medium
trying to look like the older one is valid, as a strongly
visual sense of skeumorphism arising from classroom education is hampering innovation in digital
learning.
I realized that the interfaces I wanted to design
could be applied beyond MOOCs, and did not have
to resemble their counterparts in traditional classroom or course structures. The changing nature of
dynamic media technologies allowed me to create
my designs according to UD principles. This would
allow a greater number of learners to take advantage
of self-directed learning as a result of the online
learning revolution.
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Inclusive Interfaces
Dialogue with Leading Online Educators
Sanjay Sarma, Director of Digital Learning, edX
Cambridge Massachusetts-based Harvard-MIT
consortium, edX provides free access to world-class
educational videos. In September 2013, I participated in an event hosted by the MIT Enterprise Forum
of Cambridge, aptly titled “Software Circle & EdTech
Group presents: The Future of MOOCs: Prospects
and Pitfalls – the MIT Perspective.” This event
allowed me to meet Sanjay Sarma, Director of the
MIT Office of Digital Learning, who oversees MITx
and MIT OpenCourseWare. Nishikant Sonwalkar,
Editor-in-Chief of the MOOCs FORUM Journal
moderated the event. I was aware of research at MIT
on adaptive educational interfaces (similar to my researchable thesis question) done by Nish Sonwalkar,
and wanted his perspectives on the
future of interfaces for online education.
I was particularly interested in their active search
of young, gifted students from the around the world,
for whom edX was the primary and perhaps only
access to quality higher education. Nishikant Sonwalkar said that a student had taken a MOOC from
Mongolia, passed it, and then applied and had gotten
admission to MIT. He said “Maybe MOOCs are the
place where we can find the stars in academics, and
bring them to the light, even from the darkest corner
of the world … that may be just 1 or 2 percent of
it… is that a justification for MOOCs, as a force of
democratization of education across the world?.”
Sanjay Sarma replied that there is something special
about unadulterated meritocracy, particularly here
in the US and at the MIT and said “MOOCs are
a unique instrument to bring merit out, the spirit
of merit as the ultimate judge….” He went further
by giving the example of a 15-year old Mongolian
Battushig Myanganbayar who got a perfect score
in Anant Agarwal’s Electronics MITx MOOC, and
said that “finding such people can change cultures.”
Nishikant asked Kathy Pugh if edX now has a specialized program to find such geniuses, to which she
replied that edX has an active social manager who
looks out for young, gifted learners, and that they are
definitely looking out for them. Only five percent of
edX users live in the US, the vast majority are international, most of them from India.
48
There have been multiple cases of gifted children
from Pakistan who captured the attention of educators in the US, due to their young age and learning
abilities beyond their years. One such case was a 12
year old girl, Khadijah Niazi from Lahore, Pakistan
– who sat next to Udacity founder Sebastian Thrun
and Microsoft founder Bill Gates, at the Jan 2013
Davos Conference, an year ago. Pakistan Telecommunication Authority (PTA) blocked YouTube
during September 2012 in Pakistan after the website
did not remove the trailer of “Innocence of Muslims”, which Islamist political parties protested. The
unanticipated repercussions of this ban led to slower
MOOC video access by tech-savvy students using
VPN and proxy servers to circumvent the ban. However, this shut off access for young Pakistani schoolchildren to free educational content on YouTube, at
schools and universities across the country, leaving
YouTube and MOOC access to a rich educated minority. Most MOOC videos are traditionally hosted
on the free YouTube video sharing website.
Pakistan’s YouTube ban led to edX sharing
downloadable videos on their website for all of their
MOOCs. My Curious Learning project was developed for promoting free MOOC content to non-traditional online learners, this interaction allowed me
to see the future vision of edX, particularly for international users, who make up over 70% of their audience. This interview informed me to the extent that
the first iteration of Curious Learning was designed
around the edX user interface and online forums.
Above: Sanjay Sarma represents edX at the 2013
MIT Enterprise Forum fireside chat at MIT CSAIL.
Sep 6, 2013.
Salman Khan, CEO, KhanAcademy
Salman Khan, Founder of Khanacademy.com is revolutionizing online-education by delivering worldclass educational videos for learners around the
world, free of cost. I had a conversation with him on
May, 9 2013 where he came to deliver a lecture about
KhanAcademy.com at the Harvard Graduate School
of Education.
Khan’s digital teaching tools track student performance by spread-sheets and provide real-time
visual feedback to identify exceptional learners as
well as those who need teacher intervention. He said
that his video tutorials allow mastery at the student’s
pace, as well as freedom to learn at any time.
“In a traditional academic model we group kids
together usually by age … and then we move them
all together at a set pace.”
Traditional classes move everyone to a harder
subject, even when some students cannot keep up.
“Imagine if we applied that process to other parts
of our life, say building a house. You are artificially constraining how long someone had to work on
something. And then when you inspected it and
identified weaknesses, you just ignored them and
moved on to the next thing, often with something
that is going to build on the weaknesses that you just
identified.”
“Early results are promising.” Khan said his system is being used in a number of schools and charter
networks in California with a few examples showing
that an average student often goes on to become the
best or second-best student in the class.”
Khan’s work has implications for developing
countries, as aside from English, they have over
7,000 videos in languages such as Mandarin, Farsi,
Hindi, Urdu and Bengali. Since all of the videos are
hosted on YouTube, the websites blockage motivated many Pakistani non-profits to download videos
to DVDs, USB drives and local websites, to provide
access to underprivileged learners.
Khan writes in his book The One World School
House: Education Re-imagined that the current gap
in the educational system is becoming wider, more
learners are falling through it each year. Lifelong
learning is needed as well as an inclusive model that
does not exclude the majority of learners who cannot
afford education. He writes “Who knows where
genius will crop up? There may be a young girl in
an African village with the potential to find a cancer
cure. A fisherman’s son in New Guinea might have
incredible insight into the health of the oceans. Why
would we allow their talents to be wasted? How can
we justify not offering those children a world-class
education, given that the technology and resources
to do so are available – if only we can muster the
vision and the boldness to make it happen?” I agree
with Salman about the potential of the Internet and
technology to make international education sustainable and low-cost, particularly for people
with special needs and those that are marginalized.
Salman points out the irony that no two educations are the same, as curriculum can be standardized but learning cannot. “Standardized tests only
demonstrate approximate grasp of a subject, that
each student understands his or her own way. Personal responsibility goes hand in hand with recognition of the uniqueness of each learner.” These ideals
resonated with the principles of universal design for
higher education, which I had studied and written
about earlier.
Left: Qazi Fazli Azeem with Salman Khan, at the 2013 Harvard Graduate School
of Education-Askwith Forum. May 3, 2013.
Contextual Research
49
Inclusive Interfaces
KhanAcademy.com relies on Open Badges to
motivate learners through the user experience on
their website; their users learn points and badges while going through videos. Professor Mitch
Resnick, head of the Lifelong Kindergarten group at
the MIT Media Lab, is sceptical about badges and
their connection to motivate young learners through
gamification. He is concerned that learners may be
motivated by the badges themselves, and not because
of the process or the outcomes of the learning. In
the case that the gamification process would stop, so
might the learning.
The issue is pertinent since some MOOCs have
attempted to motivate learners by awarding them
unaccredited certificates on completion, serving
the same purpose an intangible ‘badge’ for learner
motivation. Gamification has roots with evolutionary learning and has been used with massive open
online games, to increase the addictiveness of the
experience. The premise of badge-as-reward should
be moved ahead to badge-as-evidence-of-learning.
Social media check points and achievements exist
today, from the number of Twitter followers to the
number of likes on Facebook. Yahoo Answers and
other answer sourcing websites reward users who
give correct answers with points. What these points
may link to is some kind of game-based credibility system, with a possible monthly competition or
just the online identification of experience. Mozilla.
org launched their open badges platform in 2013
to allow cross-platform and open source badges
to support gamification in many areas, including
education. The adoption of badges into enterprise
and corporate platforms such as salesforce.com is an
indication that badges, like MOOCs are still evolving
and changing.
50
Lynda Weinman, Co-Founder, Lynda.com
Searching for a different perspective on online
education, to balance out KhanAcademy’s non-profit approach, I met the CEO of Lynda.com, Lynda
Weinman, at the 2013 Harvard Cyberposium.
The Education Technology Panel on November 2,
2013 at the Harvard Business School featured Steven
Syverud of Coursera and Lynda Weinman from Lynda.com, with Deborah Quazzo of GSV Advisors as
the moderator. Portions of their panel discussion are
reproduced below.
Deborah (moderator): Over a billion dollars have
been invested in the education technology market
in each of the past 3 years. We’re seeing massive
network effects with high water market 40 million
users. Why now? Why do we suddenly have all this
innovation in the education space?
Deborah (moderator): We still have massive issues like achievement gaps, skills gaps, inequity, cost,
etc. Technology is controversial in the classroom, so
is technology disruptive or destructive?
Coursera: The quality and specific environment
of a university can never be replicated online. But
not everyone is able to go to an institution like an
Ivy League. We want to bring elements of acclaimed
universities to people who can’t attend them. We’re
not disrupting universities in a negative way. In fact,
the MOOCs are more collaborative with universities
than they’re given credit for.
Lynda: Teachers found it was complementary and
liberating to offer Lynda.com to students. We need
to better evaluate what’s better done in person and
what’s better done online. A lecture is better delivered online than in person, but you can’t do a Q&A,
project-based learning, or discussion groups online.
This is the changing role of the educator. There are
threats to the status quo, but there are improvements
in efficiency and efficacy.
Deborah (moderator): in K-12 system, technology is empowering, not threatening.
We can personalize delivery, as students operate on
very different levels. Now we’re worried about how
to get to the 99% instead of the 1% early adopters.
How did you arrive at your business model and
what does the future look like?
Lynda: We didn’t consider any other model because we were so early-stage that the freemium model wasn’t even in the vernacular. Have not changed
subscription price since 2001. First rule is to offer
something of extraordinary value for very low price
(the scale of the Internet allows this since we now
have 3 million users). Paid model allows us to pay
our contributors and employees. Some contributors
live off the royalties. We have pride in creating a
business model that is a win for every person, from
students to contributors to employees. We recently
took money for the first time (bootstrapped for 18
years) in the largest funding round in history of
education companies.
Coursera: The mission of our organization is
that we make a high quality education available to
everyone, so the courses will always be free. Here are
the challenges: 1) Putting high quality content online
right now-only a small segment of users end up
using it. 80% of users already have a college degree.
Believe it’s not enough to make the users available,
but also putting in it a place and framework where
people can engage with it. 2) There are going to be
parts of the site that you pay for. You can currently
pay $60 to get a verified certificate, making us compete with a free product that we’re offering ourselves.
There are tons of opportunities though; other organizations may want to license the content to teach to
their students or employees. but we have to articulate
how we want to license the content without fundamentally changing it.
Audience question: How has working with teachers unions impacted you?
Deborah: We don’t really deal with teachers
unions in the US. There’s been a real aggressive move
to make sure unions are aligned with the district
when they apply for Race to the Top grants around
technology. Unions appreciate that the technology is
there to give them leverage.
The above panel discussion and my conversation
with Lynda Weinman about the future of online
education on the Internet, pointed at massive gaps
that needed to be addressed, both due to cost as well
as students with unique learning styles that were
not being served. I was a Lynda.com student before
my career as a graphic designer, and most of what I
know (software skills) are a direct result of Lynda’s
online courses. Most of my students at the Arena
Multimedia vocational training centres in Pakistan
relied on supplementing their education through
video training modules from websites such as Lynda.
com, since conventional educational had failed them
getting jobs after graduation. This contextual research informed, inspired and influenced my design
solutions for interfaces to access open educational
resources.
Above: Lynda Weinman speaks at an online education at the 2013 Harvard
Business School Cyberposium. November 2, 2013
Right: A photo of Qazi Fazli Azeem with Lynda Weinman at the Cyberposium..
Contextual Research
51
Early INTERFACE EXPLORATION
Numerology Visualization (2012)
Description
The first project I did after starting at the Dynamic
Media Institute was a response to the phrase “You
are Here”, in my design studio class with Professor
Jan Kubasiewicz. I was using Google Maps on my
phone, with my hands, to navigate my way around
the city. This was my earliest interaction with technology when I arrived in Boston, being fresh off the
plane and new in the USA.
I was interested in the relationship between the
use of my hand, the smart phone and what the hand
meant to me, as a designer, artist and numerologist.
My hobby as a Pythagorean numerologist and being
aware of palmistry, allowed me to see the hand lines
mapped to possibilities and opportunities. I wanted
to simulate a digital numerology reading experience,
different from the analog hand-calculated process,
due to my dyscalculia (i.e. learning challenges with
mathematics). This was a purely personal response
where I wanted to map Pythagorean numerology to a
dynamic media technology, allowing me to overcome
my learning challenges through automation.
Above:
A photo of me with students from Brandeis University and
Processing language creator Ben Fry, at the Boston Public
Library W. A. Dwiggins Lecture. April 3, 2013.
Left and Previous Page:
A young visitor at the MassArt Presidents gallery walks away
after seeing the Numerology Visualization project video during
the 2013 DMI Fresh Media art show..
Design Process
My initial idea was to create a physical map of my
room at MassArt’s artist residence, and the path
leading to my classroom inside MassArt. The role of
technology, the potential of dynamic media as well
as the accessibility of the map as a public artifact or
way-finder, influenced my approach to mapping a
design solution. I was aware of synaesthesia, a difference in perceiving information, based on an ability
of gifted people on the autism spectrum.
I envisioned creating a prototype for a wireless
input system that would input the date of birth of the
user using RFID (Radio frequency identification)
tags, instead of a mouse or keyboard. The result of a
date of birth, after being input, would be visualized
on the computer screen, showing one of hundreds of
permutations, unique combinations of graphics and
music, representing outcomes from the user’s life.
The system would be created using the Processing
language and would be a kinesthetic and synaesthetic multi-sensory (touch, music, dynamic live mapping of music) experience. Since this was my first
project and I had not started learning Processing, I
made an animated video prototype using AfterEffects, to simulate what it would look like.
What I Learned
I wanted to create this system for my own use. The
design prompt was open-ended and hence we were
left to our own biases, motivations and interests.
I realized that I saw myself as an imperfect user and
a student of technology.
My first intersection with dynamic media resulted
in a video animation prototype, which I would go on
to make into a physical prototype, later in the year.
My initial inspiration guided the direction of my
thesis and research about inclusion through digital
methods. This project allowed me to think about my
own perception of the world in relation to others and
gave insight to the new people around me.
Early Interface Exploration
55
Inclusive Interfaces
Left: Qazi Fazli Azeem demostrates his personal hand-gesture based numerology calculation method. Nov, 2012.
Above: The RFID cards are used to enter a users date of birth into the Numerology Visualization project, which then
visualizes predictions on the monitor. Nov, 2012.
56
Early Interface Exploration
57
Perfect Customer (2012)
Description
This project was a response to the 1967 short film,
Perfect Human by Danish film maker Jørgen Leth.
The film depicts a detached perfect man and woman,
labelled ‘the perfect human’, ‘functioning’ in a white
boundless room, as though they were subjects in a
zoo. The film itself was the prompt given by Professor Jan Kubasiewicz in my design studio class.
My initial direction was to focus on the linear
narrative, making it dynamic, with multiple outcomes depending on user choice. I was interested in
the transition from a 2D to a 3D view, if that could
be done through technology. I wanted to experiment
with an immersive virtual environment, since the environment itself was an active player in the film. For
a short time, I wanted to see the implications of the
film being translated scene-by-scene into interactive
3D models.
Design Process
I broke the film into scenes. I saw abject consumerism, with the man smoking a pipe, the woman applying makeup, both of them wearing formal clothes
throughout the film.
The stereotypical movements and actions showed
a power dynamic in the behavior of the actors, being
subservient to the filmmaker. This disconnect in
power, to me, was a reference to corporatocracy, as
referenced in the book The Price of Civilization by
the economist Jeffery Sachs. An economic and political system controlled by corporations or corporate
interests, their formal suits being uniforms for their
work. It was apparent to me; the perfect human in
2012 was in reality the perfect customer. Daily activities could be mapped to commercial ones, such as
watching TV, listening to music, surfing the Internet,
watching advertisements.
This project became my first physical interface,
drawing from the initial inspiration of some learners on the autism spectrum being sensitive to touch
and haptic feedback, preferring not to physically
touch the mouse or keyboard. Parts of the body that
interact with the environment would be intersected with artefacts of digital identity, such as a credit
card, smart phone, email address or a social media
58
account. I thought about the perfect customer, if
he would browse the web, would he use Google or
Bing? If he saw online TV would he use Netflix or
HuluPlus? Would he use iTunes or the Google Play
store? Would he read a book on his Amazon kindle
or his Apple iPad?
This project was created to give users a different
social experience interacting with information about
their favorite brands and products. I used a Microsoft Kinect to create a hands-free user experience
that would be used while standing.
I wanted to simulate prolonged engagement
through gamification as well as a different way of
interacting with information. In the context of the
theme and the name of the project, I chose information from well-known brands such as Pepsi, KFC
and Gatorade. My design incorporated interactive
games that could be played through social-media
integration, as well as a built-in quiz that gave points
for correct answers. These would add up to small
rewards for loyal users. I saw some users connect the
presence of the Kinect with expectations of a game,
due to its connection with the X-Box platform.
I tested this system during the Fresh Media 2013
show at the President’s Gallery at MassArt, and then
moved on to design tactile touch-based experiences,
to compare with this hands-free interface experience.
What I Learned
My design inspiration was the direct result of the
non-haptic wireless hand gesture-based interaction
process that I had started earlier with the Numerology Visualization project. This project was intended
for everyone who came to the Fresh Media art show.
I saw a diverse group of users interact with it, from
as young as age eight to as old as seventy.
I learned that I could re-purpose modular interaction technologies and provide new interface
options to engage learners. Ideas of constructionism
(the user choosing and hence ‘making’ their own
interface) and connectivism (social media integration) emerged from the experience of designing and
testing this project.
Above: My Perfect Customer Kinect-based hands-free user interface project changed many times, with the last iteration an
information-browsing service controlled by voice commands or hand tracking. December 2012.
Early Interface Exploration
59
Inclusive Interfaces
Various: My Perfect Customer Kinectbased hands-free user interface project
was displayed and tested at the 2013
DMI Fresh Media art ahow, at MassArt’s
President’s gallery.
Early Interface Exploration
61
Inclusive Interfaces
Little Drop (2013)
Description
I participated at the MIT Hacking Arts Hackathon to
understand how people learn and work under high
stress conditions. This was to simulate the learning
process of gifted people, having diverse interests and
working with new ideas in a short period of time. At
the event, I met skilled students and professionals
from the greater Boston area. Architects, engineers,
entrepreneurs, designers and artists made up the
initial Little Drop team for the weekend hackathon at
the MIT Media Lab. We knew that we had less than a
day to work together, negotiating and compromising
between our diverse ideas. This was my first hackathon event and group project where I worked on a
bigger problem (water purification) that was out of
my comfort zone. This was an ideal situation to simulate rapid learning from a diverse group of college
students. I was the only artist in my group, along
with graduate students from the Harvard Graduate
School of Design, MIT Sloan School, MIT Media
Lab and engineering professionals from the greater
Boston area.
The challenge given to us was to re-design and
re-iterate the Little Sun, a portable solar powered
lamp designed by the Dutch artist Olafer Eliasson,
winner of the 2014 MIT McDermott award
The solar lamp was made from bright yellow
plastic, five inches across and shaped like a sunflower with a solar panel on the back, powering a bright
yellow LED light. Five hours of charging in the sun
would equal 10 hours of soft light, or four hours of
bright nightlight. The prompt was to rethink the
product, adding features and making it appeal to
poor users in developing countries without electricity. The device was originally intended to replace
night burning of kerosene oil, which was both expensive and hazardous.
Above: Qazi Fazli Azeem, Jordan Rogoff and Marcelo Giovanni,
members of team solarsip at the 2013 MIT-Museum Energy night
with a poster of the Little Drop UV water filtration straw, a sister
product designed for artist Olafur Eliasson’s Little Sun.
Design Process
Being inspired by the form and function of the Little
Sun solar lamp, I designed a sister product, the UV
germicidal water drinking straw, Little Drop. For the
prototype process, my role was to design different
form factors, shapes and hand-held shells surrounding the battery and the UV LED.
I used whatever materials were available for my
prototypes, such as wood and clay. The analogy was
the same as learning to make something new based
on what I already knew. The shape was eventually 3D
printed and shown to potential users. I exhibited the
prototype shape and got user feedback at the MIT
Museum Energy Night as well as the White House &
FEMA 2014 Safety Datapalooza in Washington DC.
User feedback was positive; most people said that if
it was portable and was able to clean drinking water,
the shape would not matter. The analogy is that if
an interface is portable, and does not get in the way
of a system being used, users would be interested in
using it to achieve their goals.
What I Learned
I collaborated with people that I did not know anything about, going through rapid design iterations
until everyone was satisfied. I had studied Industrial
Design: Form at MassArt with Professor James Read,
and applied it to a real-world problem. The Little
Drop prototype was treated like an interface, a tool
so simple that users may interact with it without
actually learning how to use it. I wanted to create
something that a potential user could just pick up
and use immediately. The connection of this project
with my researchable question was to measure if an
interface could hide complexity and be minimally
self-explanatory through the affordances available.
This project gave me a greater appreciation of industrial design and how it relates to universal design,
by attempting to design inclusively for all kinds of
users.
Left: A 3D rendering of the Little Drop, a UV germicidal
water filteration straw, designed with a team of graduate
students at the 2013 MIT Hacking Arts Hakathon, for DutchIcelandic artist Olafur Eliasson.
Early Interface Exploration
63
Inclusive Interfaces
Above: Designer Jordan Rogoff with Qazi Fazli Azeem,
representing the MIT solar-sip team at the 2014 Safety
Datapalooza in Washington D.C.
Various: The different Little Drop prototypes designed for the
MIT Hacking Arts Hackathon, and later for Little Sun creator
and MIT McDermott award winner, Dutch-Icelandic artist Olafur
Eliasson (seen in the photo above).
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Early Interface Exploration
65
Inclusive Interfaces
Educational INTERFACE Projects
Inclusive Interfaces
Inclusive Player (2014)
Description
Online learning presents a great opportunity to help
educate people with learning disabilities and those
on the Autism spectrum. The most significant media
artifact that I had to design with was video training.
Hosted on free video sharing websites like YouTube,
much of the video content tied to free Massive Open
Online Courses (MOOCs) and Open Educational
Resources (OERs) is freely available on the Internet.
So much so that there is too much content online,
and no easy way to browse it, other than individual viewing in a web browser. Modification of text
transcript size as well as browsing through play-lists
and chapter names is only available in commercial
platforms such as wLynda.com, or in KhanAcademy.
com’s limited titles. Most OER and MOOC interfaces
have small buttons, minuscule screen representation
of icons, designed not to distract from the video content, while occupying smaller screen real-estate.
I wanted to make a seamless interface for a mobile app with haptic feedback (vibrations) and large
buttons. This could be used to control the interface
of online learning courses, as well as accommodations for accessibility options such as font size,
volume, current progress and skipping to the next or
previous lesson. The user would see video content on
a laptop, TV or tablet, but would use their smartphone to browse through it. If the user wanted to
use their phone to see the video content, an interface
such as the Inclusive Player would provide accessible
access.
Above: Graphic designer Jordan Rogoff tests the Inclusive Player
prototype to browse khanacademy.com videos at the MIT Media Lab.
December 2013.
66
Design Process
The direction of my initial design sketches conceptualized using the smartphone interface for controlling
video content like a remote control, not using the
smartphone as the video player itself. Due to cost
and practicality, I later switched to a sliding hybrid
interface, a semi-transparent layer of controls above
the video content. I thought about having no text,
only larger icons representing text size, speaker volume and a play head. Buttons would allow moving
forwards and backwards with the content. Based on
feedback I received, I decided to have video name
icons and title names as part of the top level of the
interface, appear as a drop-down filmstrip from
above. This would allow visual feedback about the
length of the lesson plan, minimizing potential
anxiety about boredom or time restriction. Merging
the current playback time within the play bar was an
interface choice, to save on screen space. I have never seen video players with adjustable transcript font
size, and wanted to build in that feature particularly
for verbal learners who preferred reading as opposed
to listening to the videos.
What I Learned
Testing out the prototype with college students at
MassArt and MIT, a comment that stood out was the
experience of these modular interchangeable interfaces being like interchangeable Lego blocks. Many
students liked playing the video content and did not
like putting on tight or loose headphones to hear the
related sound. My transcript-enabled interface (with
the power to turn the volume off) appealed to indoor
users. The form factor of a virtual learning environment needed more than just a content deployment
solution, it needed a way to test what the students
learnt. Researchable questions that emerged directly
as a result of testing this interface were:
1. How would I allow this interface to jump to a quiz
or testing module, and accommodate for different types of sensory learners, without excluding
anyone? Would this process engage learners with
different learning styles?
2. How would I replace this video environment
for a user who does not want to touch a screen,
preferring to use hands and finger gestures for
controlling content?
I addressed these questions in my next project.
Educational Interface Projects
67
Inclusive Interfaces
Above and Left: Concept sketches and user testing of the
Inclusive video player interface design.
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Educational Interface Projects
69
Inclusive Interfaces
Inclusive Interfaces
Inclusive Timer (2014)
Description
I was concerned about visual feedback during the
general quiz sections of online educational courses
such as MOOCs. Most students do not perform well
under pressure, particularly when giving tests or
quizzes. This problem would only increase if students were tested through a mobile interface, due to
restrictions in screen size and environmental distractions (noise).
I wanted to provide alternatives for different
types of visual feedback that communicated the
remaining time in an online quiz. Online learning
materials are short, modular, and broken into chunks
of data for mobile delivery and are usually connected
with time sensitivity, particularly when attempting to
check for mastery through a connected quiz.
Design Process
I designed a color-based timer, morphing from one
color to the next over time, as the end of the quiz
draws near. I did not want to exclude learners with
color blindness, and designed for them, giving an
alternative interface to choose from. The traditional
number counting down feedback would be there,
secondary to the learner’s preferred choices of feedback. Learners like me have dyscalculia which results
in problem estimating numbers and quantifying how
much time would be left to answer a question. Haptic or visual feedback, (through a vibrating device)
would allow live feedback by increasing vibrations as
the end-time approaches in a quiz. I included these
features in my design iterations.
Lastly, I designed a pie chart shape-based countdown which would allow the shape to fill up with
color, mapped to the time remaining to solve or
answer a short question. Large red circles below with
the characters A, B, C, D would allow finger-based
multiple choice selections. I did think about each
button relating to a separate color, instead of a letter,
particularly important for those with a reading
disability, e.g. dyslexia, who may find similar colored
text illegible or hard to read.
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What I Learned
In some cases, the size of the smartphone limits
visual feedback, especially in the context of participating in a timed exercise or quiz. The more buttons
and options we try to fit on the screen, the farther
away we move from an inclusive experience and
towards information overload. I knew that a tablet-based interface would be more inclusive due to
a larger screen size, and wanted to provide the same
feedback for a user with a smaller-sized smartphone.
There were accessibility limitations for this
design iteration, as some learners with Autism do
not like being touched and are tactile sensitive (as
defined in the DSM-5). These learners would not appreciate haptic feedback, and would need a different
visual prompt, such as color and shape based (piechart) feedback. Tactile sensitive learners with ASD
would prefer an interface that they would not have
to touch. Thinking about how such a learner would
interact with the user interface, I went on to re-iterate my design and created the Inclusive Gestural
Interface.
Above: A concept sketch and screen-shot of the Inclusive tmer user interface.
Educational Interface Projects
71
Inclusive Interfaces
Above: The Inclusive Timer Interface in color feedback mode.
Below: The Inclusive Timer Interface in number countdown feedback mode.
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Above: The Inclusive Timer Interface in vibration/haptic feedback mode.
Below: The Inclusive Timer Interface in visual countdown feedback mode.
Educational Interface Projects
73
Inclusive Interfaces
Inclusive Interfaces
Inclusive Gestural Interface (2014)
Description
As I worked with the idea of a hands-free user interface, I remembered the limitations of the Microsoft
Kinect sensor for my earlier project, Perfect Customer. The Kinect works an average of 6 feet away from
the user, with the new Kinect for Windows working
at a distance of 3.5 feet. This would be impractical
for a personalized user interface of a learner who
may only have access to a smartphone, tablet or a
laptop.
Working around this distance limitation, I
acquired the Leapmotion device, a new short-range
gestural hand sensor. Most of my interface projects
were designed for learners in an indoor environment, using their hands to manipulate the interface.
I wanted to design an experience that would replace
the mouse and keyboard, devices which have now
been around for more than 70 years.
Using the Leapmotion, the user’s fingers, hands
as well as wrist gestures would allow a greater range
of expression, closer to the screen. A simple but
powerful uses of the Leapmotion device would be
flicking pages in a book just by moving a finger in
the air. In the case of learners with ASD who would
have tactile touch sensitivity, touching the cold glass
screen of a smartphone or tablet device and making
precise gestures with their fingers, could be avoided
by using a hands free interface built with this technology.
I wanted to design an experience where there
would be minimal training required to interact with
the system, other than a visual cue. I was interested if
the interaction would resemble physical play, hiding
the complex technology to provide a ‘sensory-neutral’ interface for learners with ASD.
Design Process
Using the basic three finger gestures, swipe, tap
and circle, I thought about mapping these through
the Leapmotion device to equivalent functions for
browsing educational content, such as ‘moving to
the next video’, ‘play/pause current video’ and ‘menu
options’, respectively. I wanted to have the volume
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controls built into the interface during play-back,
with a vertical gesture controlling it. Secondary
goals for the interface were to make the technology
near-invisible, not to have any physical artifacts distract from the content or educational material.
My researchable question was to see if I could design a hands-free seamless ‘sensory-neutral’ interface
that would appeal to learners who may not be using
technology as their primary tool for learning (as
opposed to books and classroom lectures). Longer,
complicated and deeper content could be consumed
at the learner’s pace. Universal design principles
recommend a greater choice of options to interface
with learning materials to me, the Inclusive Gestural
Interface would allow greater inclusion for a diverse
group of learners by replacing a mouse with in-air
finger and hand gestures. The system would, of
course, not work with learners who do not learn visually or those with muscular dystrophy or hand-eye
coordination issues.
While touch-screen phones were not a new technology, the iPhone made them accepted, comfortable and convenient. I wanted my Inclusive Gestural
Interface to replace most forms of mouse input.
Using Processing code from the Leapmotion library,
I modified an example project to detect a gesture
and parse/browse through learning videos, while the
Leapmotion was connected to a personal laptop. Full
and direct integration with a smartphone is currently
being developed by the company, and may be an option in the future, i.e. to have a swipe gesture-based
interface without a computer.
What I Learned
People with ASD have a higher probability of having
dyspraxia, the ‘clumsiness disorder’. While I was
designing for these learners, my original inspiration came from my own early childhood difficulties
pressing the buttons on a keyboard. I wanted to have
a system that did not get in the way of the learner,
who may be clumsy with challenges in hand-eye
coordination. Since the user would need to be sitting
close to their laptop or screen, using these hand
gestures to control content on a smartphone or tablet
would be the next iteration, when the code and
technology develops further, soon. The Leapmotion
device allowed a practical prototype to be created
within a short period of time, using the Processing
examples from the online SDK. Researchable questions that emerged as a result of making this project
were:
1) Could I combine this gestural tool with the Inclusive Player and Inclusive Timer project interfaces
to create a hybrid interface? I was interested in
a hands-free gestural control of the interface,
as opposed to the traditional swipe gesture on a
touch-screen.
2) The limitations of this developing technology
would reduce over time, enabling the swipe and
hands-free gestures to control augmented media
devices such as Google Glass or future versions of
smartphones. I would be interested in developing
interfaces for browsing educational content on
these augmented reality devices, particularly in a
3D space.
These gestures are not unique, the distance from
the device and the short-range affordance of the
Leapmotion trumps the long-range Kinect, particularly for a seated posture common to digital learners.
Short range and finger-based gestures have only recently been enabled using the new Kinect One for the
Microsoft Xbox One, costing close to $150. Miniaturization of the Kinect into smartphone applications
through Google’s project Tango is the beginning of
personal gesture recognition technology, which will
come into common use.
My prototype was an exercise to simulate a
portable interaction system, something that I want
to continue working on after concluding my graduate degree. Used together, my Inclusive Interfaces
were designed to provide greater choices to learners,
particularly for interacting with open educational
resources such as MOOCs and video training.
Above: The Inclusive Gestural Interface being tested with
MOOC online videos.
Below: The Leapmotion interaction device which powers the
Inclusive Gestural Interface hands-free experience.
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Inclusive Interfaces
Spatial Learning (2014)
Description
Temple Grandin wrote in her book, The Autistic Brain, about 2 types of intelligence that Maria
Kozhevnikov discovered at the University of California during the 90s. There are two visual pathways in
the brain, the dorsal (upper) one Processing information about the visual appearance of objects, such as
colors and detail. The second is the ventral (lower)
path, Processing how objects relate to each other,
spatially. Temple Grandin defines visual intelligence
for people on the autism spectrum as being pattern-based thinkers or having spatial intelligence.
Kristine Barnett, the mother of autistic child prodigy
Jacob Barnett, writes in her book The Spark about
her son Jacob when he was a toddler. Jacob seemed
to ignore the pain from his ear infection only when
looking at the geometric plaid pattern on the duvet
cover on his bed, his face inches away from the lines.
This hyper-focus behavior has been documented by
researchers as the beginnings of spatial intelligence,
connected to pattern recognition in the brain.
I wanted to simulate a 3D virtual learning environment with interactive educational content, to
stimulate spatial intelligence in learners. dynamic
media enabled jumps in virtual learning environments (VLEs) and new tools such as low cost virtual
reality headsets (e.g. the Oculus Rift), allow 3D simulation and immersion with digital content.
Design Process
To simulate what an online learning course (MOOC)
or open educational resources (OERs) would look
like in a 3D environment, I used the beta version of
ZIBITR to simulate an experience. Taking open-access videos from Learning Creative Learning, a
cMOOC that I had taken at the MIT Media Lab, I
simulated and placed the content in a virtual space,
much like a room in an art gallery. The virtual space
had walls, space for videos (that could be played on
clicking), space for text (that could be read on clicking) and even a door to move forwards or backwards
through the chapters and content. The spatial mapping of linear content into a 3D space allowed me to
organize the content as a curator.
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I had to make decisions as to where each object
could be placed, where each photo slide would be
shown, how large the headings would be and how to
divide content into four sections, each one a wall.
I wanted learners to visualize a 3D environment
where the user could move around in space.
A similar conceptual model could be mapped to a
3D learning environment, similar to the experience
of a 3D game.
What I Learned
The structure of laying out video content on a flat
2D wall may defeat the purpose of the 3D room, unless there is a clear starting point and ending point to
the progression of the content. A hall-like or tunnel
like interface (with multiple exit doors) allows us to
keep the linear structure of the curriculum in place.
This experience could be mapped from a structured
online course (MOOC) or a lesson plan from lynda.
com or khanacademy.com, only when the direction
of the content is apparent. A gallery like room allows
deeper engagement with interactive exercises, 3D
models, virtual simulations and curiosity-based
learning, which are not possible in a 2D format.
A 3D environment that allows a different way of
learning may work better if the experience has interactive content, not just videos that are seen or text
that is read. Taking advantage of the sandbox virtual
experience, in-game dynamics such as basic physics
simulations and 3D models would allow a fun way to
learn by exploration. Research has existed for over 20
years in support of Virtual reality 3D environments
to teach adults and children with special needs.
The room structure itself is limiting. Online
examples of new media 3D environments have experimented with no walls at all, reducing or removing the limitations of space, with content in layers
like floors of a building. Higher content denoting
progression forward, lower content implying basic or
beginner material. I was aware of educational content being placed in floor-like grids. My experiments
and prototype were more skeuomorphic (The design
concept of making items represented resemble their
real-world counterparts), resembling the four-walled
structure of a traditional classroom. I wanted to not
only display chapters in a curated MOOC lesson, but
supplemental learning materials and interactive 3D
models in the same virtual room.
I did not test 3D avatars or a multiple-user experience, due to existing research with online systems
such as Second Life and MMORPGS (Massive Multi-player Online role-playing games), a separate field,
already authenticated and verified by earlier work
at DMI. I learned that the virtual room format was
not the best solution for a single-user MOOC lesson
plan (based on my observations), but a good solution
for multi-user social engagement through avatars
(based on earlier observations).
Due to time restrictions, I did not move beyond
preliminary prototyping towards deeper exploration
of virtual learning environments (VLE). I intend
to continue this avenue of spatial learning, using
the Oculus VR headset to prototype 3D learning
environments after completing my graduate degree.
My intent, in the long term, is to combine all my
inclusive design projects into a greater inclusive
learning experience. This is an area of research that
needs further experimentation as the technology is
tangential to my thesis.
Top: An early concept for Spatial Learning, I wanted to
simulate learning materials such as video and text in a 3D
spatial virtual environment. Sep 2013.
Middle: A prototype 3D learning environment using the
prototype zibitr web kit and MIT Media Lab LCL MOOC videos.
Feb 2014. <www.zibitr.com/exhibition/80>
Bottom: I intended the Spatial Learning experience to use new
VR tools such as the Oculus Rift 3D headset. Feb 2014.
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Inclusive Interfaces
Early Mobile Interface:
RoboTeacher (2014)
Description
A recurring theme in technology is the role of
robots, as teachers and companions in the learning
environment. From empathy modelling, emotional
attachment, companionship, and mentoring to replacing the teacher, robots have had unprecedented
success in the remedial classroom. My travels around
Boston and MIT, meeting Artificial Intelligence and
Robot enthusiasts such as Ray Kurzweil, Juan Enriquez and Marvin Minsky gave me the opportunity to
reflect on their public opinions about the greater role
and potential of robots in society.
Thinking about the implications of robots on
learning, I ran into robot designer Alex Reben at
the second annual TedxBeaconstreet conference
at Google Cambridge. Alex designed his personal robots to learn by asking questions from users.
His robots were extensively tested by children and
young adults during the TedxBeaconstreet event. I
wondered if some traditional teaching tasks, such as
lecture delivery, could be replaced by robots, in the
absence of teachers.
Top: RoboTeacher app gets ready to answer a question for a
user based on speech input. April 2014.
Bottom: RoboTeacher app screens. April 2014.
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Top: A photo with Professor Joost Bonsen and with the MIT
developer of AppInventor, Leo Burd, researcher at the MIT
Centre for Mobile Learning. Media Ventures Class, MIT Media
Lab. April 2014.
Middle: A designer working with the AppInventor team at the
MIT Media Lab demonstrates rapid prototyping with Andoid
phones during the 2013 Festival of Learning. Feb 2013.
Bottom: RoboTeacher app answers a question for a user, on
mixing different colors of paint. Feb 2014.
Design Process
Alex Reben’s personal robot, BlabDroid was being
demonstrated for young children, as they came up
with potential uses for it. A recurring theme was
using robots as a replacement for the teacher. I
designed the RoboTeacher app, inspired by the look
of Alex’s BlabDroid by using the Android Appinventor software to create a quick prototype interface. I
wanted to simulate the idea of the robot as a teacher,
using user data over a period of time (for all its users
around the world), becoming better at answering
questions. The app had a friendly animated cartoon
face, since I wanted the design to be approachable. I
designed the interface to respond to a direct question, with answers given through screen text as well
as read out by text to speech. Initial testing with a
group of college students in Boston was positive, but
worked better when indoors without distractions.
The app was designed to be used in a quiet, personal
environment.
What I learned
My researchable question was to evaluate if a mobile
app could provide a non-judgmental socially neutral
environment for a learner with ASD. This would
allow me to focus on mobile apps as solutions to the
social anxiety and communication difficulties of
people with ASD. They may prefer asking a question
from the app, compared to asking them in a class full
of other students. Older students were concerned
with the RoboTeacher app being of limited functionality, while younger students saw it as a toy. Lack of
eye contact and limited social skills of people on the
autism spectrum could lead to augmented communication in an inclusive classroom.
Having a robot or a robot app augment or support a classroom is very different from the educational experience being centred around or being
led by RoboTeacher. Trying out the concept with
college level students, most of them went beyond the
limitations of the prototype to ask tougher questions,
attempting to interact with the screen for additional
functionality. This meant that I needed to develop
the interface further in subsequent projects, moving
away from a minimalist voice-activated interface.
I intend to continue this avenue of research after
completing my graduate degree. My intent, in the
long term, is to combine all my inclusive design
projects into a greater inclusive learning experience,
with robot communication and learning being tangential to my thesis research.
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Inclusive Interfaces
Capstone Mobile Interface Project:
Curious Learning (2014)
Left: Curious Learning app, an inclusive, adaptive
geo-located curiosity based mobile and social learning
experience. April 2014.
Above: A user tests an earlier design of the Curious
Learning app, an inclusive, adaptive geo-located curiosity
based mobile and social learning experience. Jan 2014.
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Description
My interaction with the edX team (see page 48) as
well as MOOC interface prototypes put me right in
the centre of the changes that Massive Open Online
Courses (MOOCs) are going through. I was enrolled
for Learning Creative Learning (LCL), the first
MOOC offered to the world through the MIT Media
Lab during spring 2013. I saw over 10,000 students
join the online Google plus community for LCL, but
realized that only a few hundred members actually
posted homework assignments and personal projects
online. I read about low completion rates in most
MOOC platforms, a small percentage of students
staying till the end, compared to the large numbers
who signed up for them.
Learning from previous projects, I knew about
high quality content out on the Internet, but saw
challenges with learners with ASD accessing it, being
overwhelmed by the interface. A secondary prompt
was a class that I took at the MIT Media Lab, MediaLabX: New Learning Platforms. Challenged with
creating the online MOOC platform for the MIT
Media Lab itself, my team was supervised by MIT
Media Lab professors Mitch Resnick, Pattie Maes,
Ethan Zuckerman, Hal Abelson and by Media Lab
Director’s Fellow J. Philipp Schmidt.
The initial team composed of graduate students
in the class, educators A. J Sakaguchi, Helen Poldsam
and Molina Warty from the Harvard Graduate
School of Education, engineer Dan Sawada from the
MIT Media Lab, and me as the user interface and
UX designer from MassArt. Later after the semester
ended in fall 2013, me, A. J and Helen kept working
with the project, pushing it further, while the other
team members left. We were joined by MIT Sloan
graduate student Eesha Sahai after I met her during
my MIT Media Ventures Class with Professor Joost
Bonsen.
Research about MOOC users showed us that over
eighty percent of them were undergrads, belonging
to the six percent of the population with college
education. Due to my personal interest in Autism,
I found out that only a third of people with autism
are attending college, enrolling in fifty six percent of
colleges in the US.
In the first iteration of Curious Learning, the
group wanted to increase the number of students
on the autism spectrum who would go on to apply
for college. We wanted to do this by exposing them
to MOOC videos in a fun online environment. My
researchable question about learning styles of gifted
individuals was tested in this project. I wanted
to create a platform through which students with
autism could use, to learn from each other. I wanted
to test this with both neurotypical and gifted ASD
students.
Educational Theories behind Curious Learning
A near-infinite amount of free educational materials online is leading to confusion and information
overload. For students with ASD, reliance on open
educational resources is cost effective, but remains a
challenge, particularly those with greater needs for
inclusion. Cheap access to powerful smartphones is
a large opportunity that did not exist a decade ago.
Learners would engage with artifacts and locations
in the real world based on their curiosity and interests.
We wanted them to have a platform which allowed them to take a photo with their smartphone,
post it online with a question and have friends and
a teacher use it to start a conversation. The photo
posted online would be the social prompt, and this
idea of Connectivism would allow students to find
co-learners who shared their own interests. Connectivism was proposed by Stanford’s Albert Bandura, a
psychologist who said that people learn through contact with each other, an idea called social learning
theory. These understandings emerged after Noam
Chomsky published his criticism of B. F. Skinners
book Verbal Behavior in 1959, based on disparity
between stimuli-responses and revelations about
language learning through the study of linguistics.
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Inclusive Interfaces
“Too many educational practices and technologies require the student to be passive, isolated
learners, versus active, self-inspired and collaborative in their learning. More teacher expertise
and student input are needed to create a more interactive learning experience.”
Jim Lewis, EdSurge.com
Dec 26, 2013
Critique of Online Learning Experiences
A survey from the University of Pennsylvania was
published in the New York Times in 2013, which said
that around 80 percent of those taking the university’s MOOCs had already earned a degree of some
kind. I wanted people out of college and those with
learning disabilities to have an inclusive learning
experience, and initially saw an opportunity to close
this gap, using free MOOC videos.
Design process
To facilitate brainstorming and the creation of common directions, IDEO guided us using the Design
Thinking for Educators Toolkit. The class wrote
ideas on sticky notes, tackling the general education
space by subdividing it into AEIOU: Activities, Environments, Interactions, Objects and Users.
Activities are goal-directed sets of actions. What
are the pathways that people take toward the things
they want to accomplish, including specific actions
and processes? How long do they spend doing something? Who are they doing it with? These were some
answers: informal conversations, asking questions,
reading, exploratory, on a device, teaching.
Environments include the entire arena where
activities take place. For example, what describes the
atmosphere and function of the context, including
individual and shared spaces? These were some of
the answers: media lab, Forums, social media.
Interactions are between a person and someone
or something else, and are the building blocks of
activities. What is the nature of routine and special
interactions between people, between people and
objects in their environment, and across distances?
These are some of the answers: Google Maps, community, customized learning, accessibility, special
education.
Objects are the building blocks of the environment; key elements sometimes put to complex
or even unintended uses, possibly changing their
function, meaning and context. For example, what
are the objects and devices people have in their envi-
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ronments, and how do these relate to their activities?
These are some of the answers: shared apps, games,
mobile devices.
Users are the people whose behaviors, preferences, and needs are being observed. Who is present?
What are their roles and relationships? What are
their values and prejudices? These are some of the
answers: teenagers, children, researchers, people
without college degrees, lifelong learners.
Framing common directions as design thinking
“how may we” type of questions, our group came up
with:
• How might we make learning more agile?
• How do we sustain curiosity?
• How might we take learning beyond
necessities?
• How might we make learning nonlinear?
• How might we make learning accessible to
accommodate diverse learning styles?
• How might we make learning a continuous
adaptive experience?
• How might we make learning independent of
state/availability of technology?
• How might we shift learning focus from
outcomes to competencies?
• How might we promote transmission of
knowledge through sharing?
Personas
In this context, I created two neurotypical personas for the kinds of neurotypical learners who may
benefit from my research into inclusive interface design. For the first use case, we imagined how each of
the three might behave in an outdoor environment
like Yosemite Park.
Persona 1: John — an international student.
ASD equivalent to Jacob Barnett.
This user is young, curious, gifted and wants to
learn more about his favorite subject. Shy but is able
to use technology and computers well. He feels out
of place due to young age among older learners. Single minded, focused, interest-based learner.
Incentive to Go to Yosemite Park:
John is a 19 year old student with good verbal skills that just came from Japan to pursue an
undergraduate degree in English Literature from
UCLA. He’s heard rumors about Yosemite being a
“must-see” park before classes start so he decides to
go on his own with a tour bus. His hobbies include
video-games, comic-books, cooking, and zip-lining.
He hopes to take nice pictures of Yosemite to put on
Facebook, Twitter, and Instagram.
Persona 2: Bob — A socially awkward engineer.
ASD equivalent to Temple Grandin.
55 year old engineer, has hearing disability, likes
to walk around outdoors, digital immigrant, has flipphone but does not use SMS. He has an iPad that he
received from his family but he’s still learning how to
use it. He is very opinionated, routine based visual
learner. He likes reading about geology and rock
formations in his spare time.
Incentive to Go to Yosemite Park:
He documents what he sees and experiences with
a note pad, sketch pad or a voice recorder. He likes
to read National Geographic. He hopes to just relax
and get fresh air.
After Visit to Yosemite Park:
He shares the sketches with his family after dinner. He posts about the colors and the history of the
Half-Dome at a geology forum online, writing about
his about his past experience at the rock, which he
visited 3 years ago. He mentions the next places he’d
like to visit and encourages online users replying to
his post to visit Yosemite Park as well.
After Visit to Yosemite Park:
He uploads pictures to Facebook, Twitter, and
Instagram. He has a large following both in Japan
and in the United States. He likes to put filters on his
pictures so they will look more artistic. He captions
the photos using witty statements. Many people,
even people who he’s never met before, “like” his
photos or re-tweet his photo.
• How might we cater to multiple intelligences?
Keeping the scope and immediate MIT Media
Lab context in mind, the group came up with a
single question: “How might we inspire curiosity
in adult learners outside of the Media Lab through
question-based, collaborative interactions?
Persona 1: John
Persona 2: Bob
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Inclusive Interfaces
User Experience Flow
A learner with ASD may lack the verbal skills,
eye contact or confidence to ask a question in public
from a stranger. I designed Curious Learning to
look as familiar as a social media application such
as Twitter or, using geo-tagged photos and leaving
questions on the map. In future versions of Curious
Learning, nearby users would be notified about the
question, leading to initial online conversation on
the platform, and possible answers to the question.
Spatial association with ideas and knowledge leads
to deeper learning for gifted learners, as outlined in
Temple Grandin’s research on spatial learners.
The fastest way we could test this experience
would be to simulate the experience of posting a
question on social media with a geo-tagged photo.
We asked our classmates at the MIT Media Lab to
visit a tourist monument close by, such as the John
Harvard statue. They would take a photo of the
statue and post it on Twitter with the hashtag #JohnHarvardX, asking people online questions about the
historic statue. Some of them were told to try replying to a question that they were curious about.
While some students were carrying out our
experiment, we observed many international tourists
there, who were taking photos of the John Harvard
statue at the Harvard University yard. We saw that
they took turns with each other, posing with the
statue, touching the left leg of the statue as a gesture
of respect. We asked a few of them why they were
taking photos and how they would use them later.
They were taking the photos so that they could share
them with their families and friends back home.
We started thinking about the question that we
had to address with our potential users. How might
we motivate a user with social or communication
challenges to visit a public artifact like the John Harvard statue, and then motivate them to not only take
a photo, but to post it online with a question, to start
a global conversations with others.
Above: Testing the experience at the John Harvard Statue
Right: The first design iteration of Curious Learning.
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Educational Interface Projects
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Inclusive Interfaces
Use Case 1
For example, let’s consider John, a 19 year old male
international student is visiting a friend in Boston.
Reading about the MIT Media Lab on social media
and online for a long time, John finally has a chance
to visit it. If John was a gifted person with ASD like
Jacob Barnett, he would be a visual learner, driven by
strong interests to the point of obsessing over them.
A interesting building such as the MIT Media Lab,
with public displays of ground-breaking science and
art projects, would be a good location for John to
take photos, posting them online and asking questions about particular objects that make him curious.
John wanders inside the Media Lab and notices
an interesting piece of art next to the entrance. Curious about it, he snaps a photo, posts it on Curious
Learning and asks “What is this made of?” Soon people start discussing the question and based on more
than half of the answers, it seems like the interesting
piece of art was made by hundreds of silkworms.
Use Case 2
For an older user, let’s consider Bob, a retired engineer. He does not want to travel to the MIT Media
Lab in Cambridge as he lives on the West Coast in
the US, which is too far for him. He uses the Curious
Learning application to look at the different geology
category questions from around the world, based on
his deep obsessive interest with the subject. He sees
somebody post a question from the MIT Media Lab
referring to a new tool displayed there that could
help geologists identify rocks. The person who posted a picture of the prototype and a rock sample asks,
“What kind of rock is this?” Bob does not know what
kind of rock it is just by looking at the picture, but
asks a question back to the person, “can you describe
the texture of the rock?” He hopes that by knowing
more about the colors and texture of the rock, he
will be able to help the person discover what kind of
rock it is, through the online platform. Bob may find
others here who share his interests in geology.
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Design Iteration 1
Learners are increasingly overwhelmed by the information in online learning environments. How does
learning manifest itself outside the classroom? My
group knew that curiosity is imperative for cognitive
development and authentic learning.
We designed Curious Learning as a lateral
counterpart to MOOCs. While MOOCs have been
immensely successful in addressing topics within
the virtual walls of a classroom, Curious Learning
focuses on Socratic, collaborative, and inquiry-based
discussions. If learners are increasingly relying on
technology for information, I wanted a minimalistic yet fun experience to keep them engaged long
enough to find co-learners. I did not want to deliver
learning, but wanted it to emerge through learner
experiences (Dewey, as cited by Pattie Maes 2013).
Curious Learning would convert places, artifacts,
monuments, and nature into triggers for learning,
supported by peer-to-peer interactions. I saw weaknesses in existing MOOC platforms that I wanted
to address with Curious Learning. I saw MOOC
students confined to virtual classrooms, relying on
facilitator evaluation and drawing from academic
curriculum, as opposed to the knowledge of other
students.
While the desired aim is to seek factually correct
responses, the app will expose generally held perceptions surrounding concepts, enabling deconstruction
and rebuilding of knowledge, causing the learner to
think and evaluate between competing answers, verifying each by independent online research, to satisfy
their curiosity. Designed like a social media interface, responses would have ‘likes’, incentivizing other
learners to post better answers to questions. Curious
Learning is an interface to explore personal interests
as much as it is to explore one’s environment.
Feedback from IDEO
Referencing the IDEO Design Thinking for Educators
toolkit allowed selection of ideas and deeper thinking about a dynamic educational experience, with a
different interface. Team members from IDEO Cambridge were invited to the MIT Media Lab to critique
project ideas made by students of MediaLabX.
Some feedback that I received from IDEO, after
presenting the first iteration of my Curious Learning
app:
• They liked the idea of asking people to learn
more, but hinted that some incentives may be
needed to retain students.
• Instead of older users, digital natives i.e. young
technology users would be the first adopters of
such a system.
• They wanted the user to start with a question and
then wanted people to answer it collaboratively
after visiting the location where the question was
placed on the map.
• Long-term engagement with the question would
be important, particularly when seeing updates
left by others in that same location far away.
• They pointed out that maybe I should look at
contributing, rather than asking, on the premise
that people are already taking photos and posting
them online.
• Making an innovation that would allow asking
a question easier would help fit into the always-posting/sharing user experience work-flow.
Question-based platforms such as Quora or Reddit were not designed for smooth, minimalistic
mobile engagement or simplicity.
• The app should have a simpler, seamless workflow, encouraging learners to get started asking
questions based on an area of interest.
Top: The MediaLabX class used IDEO’s design thinking toolkit
for educators to create ideas around the changes we wanted
with online education.
Middle: David Goligorsky of IDEO Cambridge and his team
members giving feedback for my Curious Learning app design,
during the fall 2013 Media LabX class at the MIT Media Lab.
Bottom: Hand-written feedback noted for Curious Learning by
IDEO Cambridge.
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Inclusive Interfaces
Feedback from College Teachers and Students
The first iteration of the app design was shown
to college teachers and students in Boston. The
feedback we received was:
• The app may be a reversed Google, learning about
things around you.
• Being more observant and curious may need
incentives to be encouraged.
• We wouldn’t care for the badges or gamification.
• How do we create meaningful conversations on
the platform in a limited amount of space?
• Should answers given by real “experts” in the field
be given special priority?
• There are already companies that are trying to
“geotag” every location in the world. Could we
work with them?
• Perhaps look into the mindfulness movement and
see how they are getting people to stop and look
at different places.
Design Iteration 2
My reason for thinking about edX as a potential
partner was due to my participation in their datajam
in Cambridge, MA in December 2013, which led me
to present the Curious Learning app at the White
House Office of Science and Technology Policy
(OSTP) Education Datapalooza during January 2014.
I had been made familiar with their system after
meeting their head, MIT Professor Anant Agarwal. The non-profit mission of edX to provide equal
access to students around the world resonated with
my long-term vision for Curious Learning. I changed
the animal mascot to a curious fox and re-designed
the interface for a simpler social-media integrated
user experience, working with graduate education
students from the Harvard Graduate School of Education, AJ Sakaguchi and Helen Poldsam. I designed
the user interface to be familiar to a tech-savvy
smartphone using audience.
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Top: Curious Learning group member AJ Sakaguchi getting
feedback about the app from a high-school educator at the
2014 Department of Ed. Datapalooza in Washington D.C.
Jan 2014.
Middle: With Virginia Maurer, Associate Director of the Derek
Bok Centre for Teaching and Learning at Harvard University
and Curious Learning group member AJ Sakaguchi and Helen
Poldsam at the 2014 US Department of Ed. Datapalooza in
Washington DC. Jan 2014.
Bottom: Curious Learning group member AJ Sakaguchi gives a
TED talk on Curious Learning at the 2014 TEDxBeaconStreet
TEDx conference in Cambridge. Jan 2014.
Right: The second design iteration of Curious Learning.
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Inclusive Interfaces
edX Integration
I designed two ways to integrate Curious Learning
with edX MOOC videos:
1. If the Curious Learning user asks a question, individual words from the question or post would be
converted into searchable hashtags, which would
search the text video transcript of existing MOOC
videos for relevant matches.
2. edX MOOC videos could be searched based on
their text audio transcript, the city determined
on where the video was filmed. Seeding MOOC
video icons on a campus location may spark
curiosity for users of Curious Learning, leading
to viewing content that would otherwise not have
been of interest. This may or may not lead to early
awareness of MOOC videos and specialized fields,
but this would be my optimal goal.
Feedback from 2014 Education Datapalooza
My team received feedback from teachers attending
the US Department of Education — White House
Education Datapalooza in January 2014. They were
looking for ways to monitor progress when students
were outdoors finding examples mapped to their inclass curriculums. I thought about having a teacher
‘dash-board’ that would allow high school educators
an easy way to manage a large number of student
posts, choosing unique examples to share in class.
Many teachers that we interacted with in D.C. had
inclusive classrooms. Some even had gifted children
working with their IEPs, at their own speed.
Feedback from 2014 Harvard iLab Residency
My Curious Learning group won a spring 2014 residency at the Harvard Innovation Lab (iLab), and was
paired with ed-tech mentor Chris Vento, founder of
Intellify Learning. Based on feedback received from
Chris, the group decided to work further on these
points:
• Add value to education using dashboard for educators, with basic analytics.
• What happens when no one is around to answer a
question?
• Teachers need to have some control over content,
add a topic, put in some of their own content.
• Students should only be able to see posts from
their class mates.
• Encourage to start with just simple text question
and a photo for each post.
Based on the feedback above, these features
would have to be designed for the next iteration of
Curious Learning:
• Teacher log in screen
• Teacher can look at the map in real-time and see
where students are posing questions
• Teacher can pose challenges to class which will
show up on their app
• Teacher can pull analytics
• Teachers can monitor or participate in online
discussions
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Left: MIT classroom 26-100, after my SPARK-ESP
lecture (March 16, 2014) to over a hundred 7th and
8th grade students.
Feedback from 7th and 8th Grade Students
2014 MIT ESP Spark
Professor of Physics Walter Lewin returned to MIT
lecture hall 26-100 on May 16, 2011 for his famous
“last lecture” physics talk and book signing, complete
with some of his most famous physics demonstrations. The videos of Professor Levin’s unconventional
techniques in teaching physics became famous all
over the world, leading to a permanent video display
at the MIT Museum and becoming the first success
story for the MIT Open Course Ware (OCW) Project. Seeing this video had influenced my perspective
about the positive potential of online education,
long before I arrived (Aug-2012) in the US for my
Fulbright scholarship.
On March 16, 2014 — I taught in the same MIT
26-100 lecture hall, that Professor Walter Levin gave
his last lecture in Physics. I presented my thesis
research to more than a 100 students from the 7th
and 8th grade, at the MIT 2014 Spark ESP (Educational Studies Program) — encouraging them to take
autism research as a future career. This was a rare
opportunity to experience what it felt like teaching
in a room famous for so many successful MIT Open
Courseware online lectures and Open Educational
Resources (OERs), crucial to my thesis research.
From the show of raised hands, there were close to
a dozen students diagnosed with ASD and based on
their questions and responses, I assumed that some
of them were gifted. The majority of students in the
class had siblings or family members diagnosed with
ASD, this was one of the main reasons for attending
my presentation, based on the summary they had
read before applying to MIT-Spark.
I was able to show the Curious Learning app to
the students at the end of my lecture. Some of the
feedback that I received was:
• Students with ASD want to learn specific subjects
based on their interests, helping connect them
with like-minded co-learners would help them
engage deeply with the app
• Allowing students to comment on and like each
other’s posts would encourage others to contribute and engage for longer
• Making the experience of posting on a map into a
seamless two or three step process would encourage posting more questions
• Enabling student post privacy by only allowing
classmates and teacher engagement (as opposed
to making the platform open to everyone), this
may encourage early adopters and curriculum
related testing.
There is evidence for smartphone and tablet apps
being used to help people with ASD communicate
better. Mobile apps can help people learn by providing a fun social experience, very different from the
noisy unstructured classroom environment.
The competition for students’ eyeballs is with social media websites like Facebook, Twitter as well as a
question-based social network, Quora. None of these
give classroom or curriculum mapping solutions for
teachers.
Quora is question and answer based platform
with social-media login support, where users post
and answer questions for points. However, it does
not allow posting images, videos and audio files
that is central to the Curious Learning application.
Based on our research, Quora is not actively used in
classrooms. While Facebook and Twitter are rarely
used by teachers in classrooms, those products do
not provide a dashboard for teachers to keep track of
student activities. In addition, Facebook and Twitter
are not geo-located to allow students to easily leave
and find questions and answers anywhere in the
world. Furthermore, Facebook and Twitter do not
provide education specific recommendations for additional content to explore. Gifted learners prefer to
learn more about their subjects of interest, referred
to as Interest-based-learning by educators. I wanted
to make this the main feature of Curious Learning, to
have deeper and longer engagement.
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Inclusive Interfaces
Design Iteration 3
The next iteration of the app was to bring real world observations to the classroom. I worked with my team
to design an experience for pre-college and high school students both on and off the autism spectrum, with
research showing higher occurrence of distraction similar to challenges that students face with ADHD (Attention Deficient Hyperactive Disorder symptoms).
This iteration was designed to map school curriculum to real world objects for subjects like biology, physics, chemistry and math. Based on in-class lectures, students would go out and photograph examples of what
they learned in their class.
Through re-enforcing curriculum with real life outdoor experiences, the learner could find examples to
enrich and validate what they learn in class. Teacher would be able to see that student’s homework and also
single out the most compelling examples. Tight connection between the real world practice and curricular
theory strengthens interest-based learners (a common trait for those with ASD).
Above: The Curious Learning work-flow. 2014
Right: The third and final design iteration of Curious Learning. 2014
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Inclusive Interfaces
Feedback from the Asperger’s Association of New
England (AANE)
AANE — The Asperger’s Association of New
England (AANE) is one of the first Asperger Syndrome(AS) organizations in the United States. It
was founded in 1996 by a small group of concerned
parents and professionals, shortly after the diagnosis of Asperger Syndrome (AS) first appeared in the
U.S. Diagnostic and Statistical Manual (edition IV).
AANE builds a supportive community by providing
education, information and referrals to individuals
with AS, their extended families, and the professionals who assist them. The staff of AANE consists
of board-certified professional social-workers and
educators. They also have strong personal ties to
Asperger Syndrome.
• Curious Learning needed to have more user relevant content already on the map, to engage student interest and give hints and ideas to student
as to what kind of questions to ask
• A few students used their tablet more than a
smartphone, and wanted to use the app there in
a horizontal (as opposed to the current vertical
prototype) layout
• Many students liked the idea of asking each other
questions and getting replies online, at their own
comfort, while they were outside the classroom
environment
• More than half of the of students wanted to customize the Curious Learning fox character with
their own favorite comic or cartoon characters
• Five of the students were less concerned about the
learning and more about the fact that they could
use the app as a personal social network with
their classmates, using it as an excuse to get access
to their parents or siblings smartphones at home
Above: A group photo with the team at the Asperger’s
Association of New England (AANE). Their Director,
Dania Jekel, the grand-daughter of Psychologist Sigmund
Freud, can be seen on my left. Feb, 2014.
After meeting with Nisha Narvekar, AANE
LifeMAP Assistant Director and Eva Mendes, ASD
Specialist at UMASS Lowell, I was able to get feedback on the Curious Learning app from students
with ASD. Their students were higher on the autism
spectrum (Asperger’s Syndrome, higher functioning
autism), and a few were gifted individuals.
I was able to get a group of students to volunteer
using my app mock-up through my Android smartphone, explaining each step to them.
Some of the feedback that I received was:
What I learned:
The experience of a geo-located app with a social-media interface was fun, engaging and allowed deeper and
prolonged interactions with the online content. I did see evidence of interest-based learning being evident in
the information seeking work-flow of these students (some of them gifted ones) with ASD.
I used neuroscience and educational technology research as well as DSM symptoms to guide the experience, which influenced my design choices. I did not want to make the underlying philosophy too apparent
to the students and teachers who I intended to be the users of Curious Learning. I did not want to shift the
conversation from fun and social engagement to educational theory and boring neuroscience (for the students,
who were explained why Curious Learning out might be relevant to their learning).
To simplify the underlying idea behind the app, I showed the students and teachers the Curious Learning
cycle of learning, a recursive iterative process that would re-enforce their learning based on their interests. My
Curious Learning group decided to continue the project beyond the scope of academics. I wanted neurotypical
students to learn from the interest-driven learning cycle of gifted (and above average) students with autism.
Having college students evaluate the earlier prototypes and gifted learners evaluate the last prototypes gave me
further insight into the learning process. I learnt from feedback, coming closer to designing a better interface
which could make class room learning inclusive, by catering to the individual interests and strengths of learners of all kinds.
• The teachers and students did appreciate a curriculum-based focus as that would allow them to use
the smartphone is class, making it more ‘fun’ for
them
• The majority of the students saw the app as a
game, trying to increase the number of likes for
the posted questions and replies. They did not
see it as an educational tool, which was what i intended, when I designed it. This may have been a
result of their association of interactive characters
(in this case, my green fox) with computer games.
• Four of the most interested students were shown
the last two iterations of the app. They remarked
on the simpler work-flow of seeing and posting a
photo with a question.
• Subtle colors should be used, maybe black and
whites and lighter (instead of brighter) tones,
due to high color intensity being a distraction for
some students
• The app should say something or have audio vibration and sound feedback each time something
relevant happened, and the intensity of the sound
volume should be in the control of the user
94
Above: A group photo with education and creative learning
researchers at the 2014 ACM CSCW Peer Supported Learning
workshop, Baltimore, Maryland. Feb 15, 2014.
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95
CONCLUSION
“Designing for people with
disabilities almost always
leads to products that
wor k better for ever yone.”
Don Nor man
Inclusion through Interface
Industrial designer Don Norman is credited to have
said “When we design something that can be used
by those with disabilities, we oten make it better for
everyone. his resonated with my researchable question
as well as my career as a designer, design educator and
my role as the South-Asian self-advocate for the autism
spectrum. My research on inclusive interfaces was
inspired by inclusive movements within design, such as
universal design, a human centric approach focusing on
accessible solutions. All of us have impairments at one
time or another when we get sick, or when our needs
change as we age. Universal design addresses this lifelong cycle, as the word disability is taken in the bigger
context of super-inclusive design, or design for life.
My Numerology Visualization project was the irst
interaction I had with dynamic media, resulting in
a concept that I would later prototype. Using what I
learnt, I moved towards making an interaction-design
solution to make educational interfaces inclusive.
My Perfect Customer prototype allowed me to design hands-free interfaces to engage users with sensory
issues. his allowed me to experiment with early ideas
of constructionism and social learning (which inluenced my Curious Learning project).
Little Drop gave me a greater appreciation of
industrial design and how it relates to universal design
by attempting to design for everyone, but at the end,
negotiating and narrowing it down for a particular user
persona, due to lack of resources, time and practicality.
My Inclusive Interface group of projects allowed me
to provide choices for learners who use online education. I learnt interfaces needed to use common gestures
for immediate deployment with little training. A balance between visual and haptic feedback was explored,
along with tactile sensitivity, particularly for those with
ASD. he Inclusive Interface was an exercise to simulate
a personal interface for interacting with open educational resources such as MOOCs and video training.
hrough the Spatial Learning project, I learned
that the virtual room format was not the best solution
for a single-user MOOC lesson plan (based on my
observations), but a good solution for multi-user social
engagement through avatars.
With RoboTeacher, I tested the skeuomorphism of
having a face for a voice activated interface that would
encourage eye contact and communication for learners
with Autism.
In Curious Learning, I continued with a smartphone
screen based interface, learning from diverse user feedback, working on a geo-located platform. I catered to
individual interests and strengths of learners, prolonging interaction with online content.
he process of my research was inspired through
my prior life experiences and interests, fostered by
in-class discussions about dynamic media technology
and new media, with my Professors and fellow DMI
classmates. I consulted a wide variety of sources, from
websites to live interviews to new published research
in the ield, trying to balance my opinions with current
research and complementary opinions. I learned by
doing, making and writing about what I made, using iterative feedback cycles to guide my design process. he
overall process went well, so much that I created too
many projects and had to cut down those that seemed
too experimental, abstract and unrelated to my thesis
question.
Reliance on “found materials” worked well for me,
as all of the dynamic media technologies I used to
design my prototypes were introduced to me during
DMI. I tried to polish my projects as much as I could,
later realizing that I did not have to continue working
on them longer than I need to, a very diferent way
of working compared to my prior commercial design
background.
My role as a dynamic media designer is not a coincidence, going through the DMI program made me think
about my early childhood experiences which made
me what I am today. hinking about my own learning
challenges earlier in life gave me the determination to
come this far, leading me to become a self-advocate for
people on the autism spectrum in Pakistan and South
Asia. he process of researching solutions to learning
challenges has made me a better educator and designer.
I will include universal design as a central part in my
future educational projects and classes.
Conclusion
97
Inclusive Interfaces
Future Design Research
Advice for Designers and Students
During my time at DMI, I was introduced to more
dynamic media technology, tools and ideas than I
could try out and use in my research and experiments. I will continue pushing forward and iterating,
particularly with my mobile app Curious Learning. I
will further develop my Spatial Learning prototype,
working with the Oculus VR headset which shows
great potential for virtual learning environments.
My non-profit autism awareness work and my
professional background as a design educator intersected during my DMI research, working with Inclusive interfaces. I have made strategic connections
here in Boston (e.g. Asperger’s Association of New
England) and in the US. I will remain in contact with
them as I return to a career in design education. I
want users (both on and off the autism spectrum,
some of them gifted individuals) to test some of my
prototypes. Heading back to my native Pakistan, I
will partner with schools, universities and special
education centres to test out my prototypes in a
South Asian developing world environment, and see
if I could create lower-cost versions of my projects.
Most of my design research will be used to teach my
future students.
The interactions I had with the research community in Boston shaped much of my thinking, particularly the incredible work happening at the MIT
Media Lab. I will use social media to keep in touch
with friends and mentors, particularly on projects of
mutual interest. I knew of many researchers working with inclusive technology and universal design,
but could not reach out to most of them due to time
restrictions. I will try contacting them with my prototypes and ideas, so that I can get expert feedback
online, with the possibility of future collaboration.
One of the immediate projects that I look forward
to is multidisciplinary design research for social
entrepreneurship. I hope to start this at a university
in Pakistan, when I return there this year. My work
and research will continue with interaction design
for educational inclusion.
It is inevitable that students, researchers and even those
on the autism spectrum will go through my research
in the future. he increasing epidemiology of autism
Spectrum Disorders and the move towards inclusion
(in education and in design) make my work relevant
advice and a path to continue on. I hope that some of
my work remains relevant and inspires researchers to
continue making education inclusive through designed
interventions.
he ith version of the DSM came out in 2013, in
the middle of my MFA and design research, removing
Asperger’s syndrome and making the autism spectrum
wider. here may be changes in the future that re-classify autism, but the underlying educational models
and research I worked with will not be afected, as it is
based on the symptoms of ASD.
What would I have said to myself when I irst
arrived in Boston, starting the MFA at the Dynamic Media Institute? For future students of DMI and
academics working in the Boston area, I wish you luck.
I took the advice of those who came before me, DMI
alumni, Fulbright alumni, students who had studied in
Boston and in Cambridge. Document your work, take
high quality photographs (for publication later), make
high-deinition videos (for your video abstracts and
prototypes) and most relevant of all, take advantage of
all the talented academics and students around you.
Boston is a unique educational city where you can
interact with people from all over the world. It is inevitable that you will ind those who share your passions
and interests. he close proximity of Harvard, MIT
and leading centres of research will continuously draw
some of the world’s best researchers, artists, designers
and scientists. Social media will help you ind free
events where you can meet them and even collaborate
in future projects.
Take care to document not only your research
materials but the conversations you have with potential
users as well as ield-experts. Make backups of your
work on usb drives and have business cards ready to
give out to people that you meet, with ample online
proile data so that people could connect with you later.
MassArt will make you fearless, but before that can
happen, take risks, try new things, even if you fail from
98
them, you cannot innovate unless you fail and learn
from the process.
he alumni at the Dynamic Media Institute will
always be a resource you can rely on, online or in the
real world, for advice, feedback and war stories of thesis
days. If you want to do something speciic in your art,
design or career, be clear about it from the earliest part
of your student life. Express your interests by specializing in a particular area, mastering a few dynamic media
technologies while making your portfolio diverse.
For future autism and inclusive education researchers, I shake your hand (virtually) and hope that your
work and research makes a diference, for our collective
future. he resources and people who helped me during my time here at DMI were a factor of probability
(they happened to be here during my time at MassArt)
and active research. I actively pursued experts in the
ield, attending lectures, emailing professors at other
universities and applying to speak or attend relevant
conferences. MassArt and the Dynamic Media Institute
will ofer much more if you are able to network, use all
available resources and connect with alumni who were
interested in the same areas as you. I hope I am still
around, active online and in the real world, when you
read this thesis book. If so, feel free to contact me, we
could collaborate and make the world a better place.
If I am not, I leave you with my personal philosophy,
something that has guided me for many years:
“Listen to everyone, follow no one, look for patterns, work like hell”
Never stop thinking diferently, be creative, take
risks and most importantly, do things that mean something to you. Trust your heart and inner voice. I trusted
mine, and my life changed, for the better. I became a
voice for others, a change maker and a dynamic media
designer.
Qazi Fazli Azeem
Dynamic Media Institute
May 20, 2014
Conclusion
99
Inclusive Interfaces
APPENDIX
My Autism Awareness Interview
Kathleen Tehrani, Orlando-Florida based CEO of www.
autismbrainstorm.org interviewed me in June 2011,
about my new media art being inspired from being on
the autism spectrum. his was a year before I came to
the US through the US State department’s Fulbright
scholarship. he complete interview can be read at
http://www.examiner.com/article/autism-artist-fazli-azeem-of-pakistan-interview
Above: Alchemical Jackal, 90in x 12 in inkjet print, 2013. Inspired by the Painted Jackal short story by RUMI. Digital Painting.
100
Autism artist: Fazli Azeem of Pakistan-Interview
June 27, 2011
Kathleen: Today I am joined by graphic designer, university lecturer, autism awareness activist,
numerologist and asperger, Fazli Azeem. He was
born on August 20th, 1981 with asperger’s syndrome
and savant abilities which include memory, pattern
recognition, hyperlexia and more. He is the first
person to come forward in Pakistan with asperger’s
syndrome and has graciously agreed to share some of
his story with us today. Hello Fazli and thank you so
much for taking the time to speak with me.
Fazli: Hello, nice to be here today.
Kathleen: My understanding is that you have
basically been the “face” of autism in your area of the
world.
Fazli: Yes.
Kathleen: What an amazing story. In becoming
an outspoken advocate, you actually improved the
quality of your life and that of many others. On a
much lighter note, poetry is a very large part of the
history and culture of the east and Middle East. I
see in your artwork that you have a particular piece
that I am VERY fond of the Painted Jackal, from the
Rumi story. You are one of the contributors to the
ARTISM: The Art of Autism US coffee-table books by
Debbie Hosseini. How has your art influenced your
life or rather how has autism influenced your art?
Fazli: This is a deep question and has had great
influence on me. I was drawing at age 4, sculpting
things out of play dough and the encouragement i
got from it, made me put in time and effort in my
art. I was hyperactive as a child. It made me sit down
and spend time on something aesthetic. Art laid the
future for me as a designer, what I am today, what
makes me happy is creating something that people
will get happy when they see it. Sometimes images
have double meanings and hint at something more. I
like deep thought and double meanings and symbolism in art. It makes me say a lot without saying
much.
Kathleen: The writings of Rumi are extremely
deep and I enjoy them very much. What you just
said, “It makes me say a lot without saying much.”
This is intrinsic in all of the enlightened teachers and poets. The enlightened ones always remark
that the spoken word is one of the weakest forms of
communication, and that what travels from heart to
heart or from soul to soul is energetic.
Fazli: Art is incredible. You show people an
image and they get it. They know the story. They
know the idea behind it. This makes it very positive
for me. People can appreciate all that I am saying
without listening to me, and since I am a teacher, it’s
positive that I don’t have to talk all the time and my
work speaks for itself. I hope to bring about wider
autism awareness though my art.
Kathleen: I know that you will and will be extremely successful. Can you talk a bit about the piece
I mentioned, The Painted Jackal and what inspired
you both to do the original piece of work as well as
the fascinating digital rendition?
Fazli: Yes, it holds a lot of personal meaning
for me. I had heard of the story before in children’s
books. It’s a small and short story, the jackal pretending to be a peacock so he could get close to them
and eat them but his friends would make fun of him
calling him fake for pretending to be something he is
not. In life, people pretend, they wear masks, saying
something and mean something else. I have met all
kinds of people. Many people used my abilities for
their own purposes, not rewarding me and taking
credit for my hard work. This is why I chose this
subject and chose to work purely in a digital medium, which allows me to overcome limitations.
The context of artificiality and beauty is there, a
dichotomy that when the jackal pretends to be a
peacock the world remarks on the beauty. With the
world today we all conform to stereotypes. We must
‘behave’. We must act a certain way. We can’t be who
we truly are. We are born free but everywhere are in
Appendix
101
Inclusive Interfaces
Interview of a Neurotypical College Student
mental chains. This is an allegory to that idea, that
sometimes we have no better option than to pretend.
We must change our appearance since the world will
not change for us, just to fit it. It’s a moral sacrifice.
Our own comfort sacrificed for a gain in stability
and acceptance, even though that acceptance does
not mean anything. But then again, it’s a means to
an end. We as people on the spectrum must conform
since we must ‘appear normal’, there is no other way,
people may not accept us for the truth, but they will
accept us for wearing the mask of conformity.
My websites are www.autismpakistan.org and
www.fazliazeem.com
Below: Sky (Tien-Yun) Huang, graduate student at DMI,
uses the Perspective interface at the MassArt Bakalar gallery, to
browse online learning videos. April 23, 2014.
Sky (Tien-Yun) Huang is a Taiwanese student at the
Massachusetts College of Art and Design in Boston.
My research objectives intersected with college and
university students as a target user group for my interface projects. I wanted a perspective from a foreign
student, a non-native English speaker to mirror that of
my college students back home in Pakistan. Most Open
Educational Resources and MOOCs are available in
English and only a small percentage have been translated with voice-overs or subtitled into foreign languages
(with the exception of Khanacademy). I wanted to
see how much existing English MOOCs appealed to a
busy international graduate student, and what type of
device they would prefer to learn from. I used Tien as a
persona while designing some of my interaction design
concepts.
Q. Where do you learn more? Smartphone, tablet,
YouTube?
A. I would watch video on the laptop. I see video online
but it depends on the content if I may or may not
learn from it. I saw a friend post a video on Facebook, an interaction technology video. he video
was about optimizing handwriting. I have a tablet,
an iPad, the Wi-Fi signal is not good so i don’t use
it. My nieces learn English vocabulary on the iPad.
I have seen video training on lynda.com and have
used Coursera to follow a free MOOC, but I never
inished it. I only saw a few videos, I was not motivated to inish because no one was pushing her to
inish it. I liked the online class, but had other things
to do; I let it for a while and forgot it. I have used
both Coursera and lynda.com to learn from videos,
but a personal choice, I preferred Coursera due to
the interaction with other students and the professor. I think I learnt the same way, even from static
lynda.com videos, I learn from all videos equally, but
the experience depends on why I am seeing the videos in the irst place, e.g. to increase my professional
skills through lynda.com or curiosity in the case
of MOOCs on Coursera. I prefer to learn at home,
alone, where I have a quiet environment. I don’t
play music, and it depends on what I am learning. I
would prefer to print out a document since I like to
102
highlight text for deeper understanding, in the case
of writing an essay about it later or discussing it for
an in-class interactive dialogue. I prefer paper for
my university assignments as I feel comfortable with
it, based on my years of experiences using it.
Q. How many browsers tabs do you have open at once?
A. I can only open up-to 8 on iPhone. I normally open
around 10 tabs on the laptop, switching frequently
between them.
Q. If you are seeing a video online, do you pause it, do
something else, or inish that video before moving
on to other things. Suppose you are doing homework and designing, and someone sends you a
video, do you break and see it.?
A. hat depends on why I am seeing the video in the
irst place. If the content is interesting, I would see
it right away, stopping what I am currently doing.
However, if the content is not interesting and I still
have to see the whole video, I may pause it and then
do something more interesting or urgent and return
to it later.
Q. If you are seeing a movie on the computer, do you
see the whole movie, or pause it and return to it later
ater doing other more urgent things?
A. I see the whole movie till the end. However, If I was
distracted and I was seeing a video with breaks in
the middle, I would still remember and continue
and understand the whole video, even if I was distracted away from it.
Q. If you have a choice between seeing many small
video clips instead of one long joined video, which
one would you prefer?
A. I would prefer to see one longer clip and then move
on to other things, since I am lazy and don’t want to
download videos separately.
Appendix
103
Inclusive Interfaces
Q. How many things can you do at once? Can you
multi-task easily? Suppose you are watching TV,
the music is on, you are replying to an email on your
laptop while you get a phone call or text message.
Can you easily do all of these things at once?
A. Yes, I multi-task oten, doing many things, one by
one, every few minutes. I am a frequent user of my
smart phone and laptop, and hence multi-tasking
comes naturally to me. I check the deinition of a
word online when I hear of it in class for the irst
time.
Q. Do you learn more while standing, sitting or lying
down? Have you thought about this? If you are in
a class and you could choose to sit or stand, what
would you choose?
A. I think there is not diference except for my comfort.
If I don’t feel well or am tired, sitting may be better than standing. I would prefer to sit close to the
teacher but hide behind a student, normally choosing the second row.
Q. Would you prefer using the remote control to
change the channel on a TV or do it yourself with
your own hands?
A. I think I would do it myself.
Q. If somebody send you text, do you feel comfortable
reading on the screen of your phone?
A. I don’t like reading on my phones screen or my
laptops screen. If I have a choice, I would print it out
and then read it on paper.
Q. Have you ever played a Nintendo Wii game with the
wireless remote or any wireless game such as using
the Microsot Kinect?
A. No.
Q. If you could have the choice of using a muscular
controller to control video, activate a learning
MOOC user interface, taking your learning outside
your room, outdoors, would you like that?
Q. Suppose you are chopping vegetables in a kitchen
and have your hands busy. Would you use the MYO
muscular controller to play/pause video of a recipe
on a tablet or screen?
A. I don’t think I would want to learn outside my room.
Even if I was using it to control slides in a presentation, I already have a remote control. I move my
hands so it may jump to the next slide accidentally.
I can click and do that already, I will not do this, not
even to impress a new client; it is not a better experience to me.
A. I don’t know, since I have never seen a recipe video
while actually cooking or chopping vegetables. I
never had this need and cannot imagine me using
it. I may be interested in using it for controlling a
game, but I don’t like wireless controllers. I don’t
generally play computer or console games.
104
Appendix
105
Inclusive Interfaces
DMI Fresh Media and MFA Art Show 2014
I displayed my Perspective project during the 2014 DMI
Fresh Media group art shows at the Boston Cyberarts
gallery, Nave Somerville gallery, as well as during the
irst 2014 MassArt MFA hesis show. his was my last
project, an artistic response to my thesis research on
autism and dynamic media in education. I created the
experience of being overwhelmed with video content,
seen through a camera lucida lens. With time and
concentration, the user wearing the headphones and
hearing the mixed sounds would be able to concentrate
and focus on the video of their choice. he message
that I wanted the viewer to understand was that for
a person on the autism spectrum, learning is battle
against their own senses, and success only comes with
patience, struggle and concentration.
personal lens, our biases and stereotypes that we are
indoctrinated into. To overcome them is a struggle that
is mirrored in biological evolution through adaptation. he desire to survive, thrive and live necessitates
our change of perspective, leading to a change in how
we learn. My perspective on life changed, as I learned
from people on the Autism Spectrum. hrough trial
and error, I learned how focus on things which make a
diference in the world around me. I want the observer
to experience my struggle in making sense of the world.
I hope this experience moves the observer towards
understanding the other, the person on the Autism
spectrum, appreciating inclusion through a change in
their perception.
Perspective, 2014
Tablet, camera lucida len, 3D printed lens holder, lamp
base, video montage.
Right: Visitors at the 2014 MFA Thesis Show and the 2014
DMI Fresh Media Shows (Boston Cyberarts and Nave
Somerville) experiencing my interactive video display project,
Perspective. (show below) March-April 2014.
Information overload is a common symptom of
too many media outlets and choices on the internet.
hrough my self-advocacy for Autism in South Asia, I
wanted to simulate the experience of “sensory overload” among learners on the Autism spectrum. he
use of technology in educational media has evolved
from being a political tool of governments to the clickthrough-rate of search engine optimizers and websites
targeting users with advertisements. As freedoms and
choices are being challenged in the new frontier, new
media has responded by accelerating the distribution
and consumption of online content. Increasing internet
censorship in developing countries such as my native
Pakistan, continues to distort perceptions of culture
and reality, insulating youth from free online educational materials.
My role as an educator for design technology overlapped with online activism for educational inclusion
and internet freedom. Living and working in a culture
of self-censorship, online proxies and anonymous web
browsing tools challenged me. Education has become a
matter of perception, everything changes depending on
who is teaching and who is being taught. his cognitive
polymorphism is the subject of my thesis and my art.
We adapt and learn through our environmental and
106
Left: Sky (Tien-Yun Huang), graduate student at DMI,
uses the Perspective interface at the MassArt
Bakalar gallery, to browse online learning videos.
April 23, 2014.
108
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“I particularly appeal to our intelligentsia and students to come
forward and rise to the occasion. You have performed wonders in the
past. You are still capable of repeating the history. You are not lacking
in the great qualities and virtues in comparison with the other nations.
Only you have to be fully conscious of that fact and to act with
courage, faith and unity.”
M. Ali Jinnah, Founder of Pakistan
“The preservation of our free society in the years and decades to come
will depend ultimately on whether we succeed or fail in directing the
enormous power of human knowledge to the enrichment of our own
lives and the shaping of a rational and civilized world order....It is the
task of education, more than any other instrument of foreign policy to
help close the dangerous gap between the economic and technological
interdependence of the people of the world and their psychological,
political and spiritual alienation.”
US Senator J. William Fulbright