Proceedings of the 22nd International ACM SIGACCESS Conference on Computers and Accessibility 2020
DOI: 10.1145/3373625.3417005
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TIP-Toy: a tactile, open-source computational toolkit to support learning across visual abilities

Abstract: Many computational toolkits to promote early learning of basic computational concepts and practices are inaccessible to learners with reduced visual abilities. We report on the design of TIP-Toy, a tactile and inclusive open-source toolkit, to allow children with different visual abilities to learn about computational topics through music by combining a series of physical blocks. TIP-Toy was developed through two design consultations with experts and potential users. The first round of consultations was conduc… Show more

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Cited by 9 publications
(4 citation statements)
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“…Work to date on accessible technology design focuses on those with motor, hearing or visual impairments [45] and Chapkol et al [17] indicate a need for the development of applications that focus on the user requirements of the neurodiverse. Their research builds upon previous research which has explored the numerous barriers to makerspace accessibility [21], and previous efforts to make electronic and maker toolkits more accessible [3,12,27,43]. Ultimately there is a need to bring people with disabilities into design communities and STEAM focused hobbyist spaces at a social and cultural level, and this is equally as important as making the tools and spaces accessible [13,58].…”
Section: Opening Up the Maker Movement And Makerspacesmentioning
confidence: 93%
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“…Work to date on accessible technology design focuses on those with motor, hearing or visual impairments [45] and Chapkol et al [17] indicate a need for the development of applications that focus on the user requirements of the neurodiverse. Their research builds upon previous research which has explored the numerous barriers to makerspace accessibility [21], and previous efforts to make electronic and maker toolkits more accessible [3,12,27,43]. Ultimately there is a need to bring people with disabilities into design communities and STEAM focused hobbyist spaces at a social and cultural level, and this is equally as important as making the tools and spaces accessible [13,58].…”
Section: Opening Up the Maker Movement And Makerspacesmentioning
confidence: 93%
“…With care, accessible designs can open up electronics and programming for excluded groups as seen in toolkits supporting the teaching of digital skills to people who are visually impaired [3,26], those living with physical impairments [48] or people living with a range of age-associated healthcare challenges [20]. However, toolkits focused on cognitive challenges are less common [45].…”
Section: Introductionmentioning
confidence: 99%
“…Despite the aforementioned barriers relating to makerspaces accessibility, several researchers have explored making electronic and maker toolkits more accessible [2,9,18,26]. Established makers have shared assistive technology at maker events or hackathons and on digital platforms such as Thingiverse focusing on health and wellbeing [10].…”
Section: Designing Accessible Toolkitsmentioning
confidence: 99%
“…Established makers have shared assistive technology at maker events or hackathons and on digital platforms such as Thingiverse focusing on health and wellbeing [10]. Buehler et al [10] explored barriers to making 3D printing more accessible in special education settings and Barbareschi et al [2] developed Tip-Toy, an electronic toolkit with physical blocks to teach basic computing concepts through music for children with diferent visual abilities. Using Tip-Toy, participants could recognise blocks either touch or sight and outputted music, allowing learners with reduced visual abilities to participate in accessible and enjoyable programming experiences.…”
Section: Designing Accessible Toolkitsmentioning
confidence: 99%