Software Developer Accessibility Awareness

Standards for governing accessibility in software systems were established over two decades ago, yet poor compliance continues to pose challenges for the individuals dependent on these systems. This project seeks to understand the relationship between compliance, awareness and attitudes of accessibility within the software development community.By understanding why software systems are not accessible, we can […]

Multimodal Nonvisual Computer Interfaces

Nonvisual computer interaction has largely centered around a keyboard input and audio output paradigm. Dependency on audio as the primary form of information consumption, risks cognitive overload for the indviduals that use these interfaces. This project explores novel ways of communicating these audio only outputs through nonvisual and nonauditory modalities. Establishing new multimodal ways to […]

Slow Refresh Tactile Displays

Large format refreshable tactile displays, to the extent that they exist, are traditionally far too costly for the individuals that need them most. In this project we are exploring the use of 3D printing and low cost electronics to build modular refreshable displays that communicate digital information tactilely for people with visual impairment. Establishing new […]

DanceCraft

Individuals with autism and other neurodevelopmental disorders often experience sensory perception impairments, which can lead to challenges such as sensitivity to loud noises or irritation from specific textures on their skin. Atypical movement, such as rocking, can be exhibited as compensation for this sensory perception impairment. Currently, therapists use dance therapy to stimulate the various […]

Go Go Games

This work evaluates the effectiveness of Go Go Games. Go Go Games utilizes strategies from Pivotal Response Training (PRT) to teach multiple cue responding to children with Autism Spectrum Disorder.

Zody iPad Game

Evaluation of the pairs of children with autism’s social relationships behaviors observed during Zody iPad game and Lego play sets.

Wearable Cognitive Assistant

Evaluation of the pairs of children with autism’s social relationships behaviors observed during Zody iPad game and Lego play sets.

Informal Learning at Hackathons

The hackathon phenomenon has taken the world by storm, but corporate priorities of recruitment and production conflict with participants’ intention to learn from the hackathon experience. What factors in hackathons promote learning? How does that learning transfer to school and work? How well do computer science learning outcomes map to learning that happens in hackathons?