The Department of Computer Science and Engineering and DO-IT IT (Disabilities, Opportunities, Internetworking and Technology) at the University of Washington propose to create the AccessComputing Alliance for the purpose of increasing the participation of people with disabilities in computing careers. Alliance partners Gallaudet University, Microsoft, the NSF Regional Alliances for Persons with Disabilities in STEM (hosted by the University of Southern Maine, New Mexico State University, and UW), and SIGACCESS of the Association for Computing Machinery (ACM) and collaborators represent stakeholders from education, industry, government, and professional organizations nationwide.
Alliance activities apply proven practices to support persons with disabilities within computing programs. To increase the number of students with disabilities who successfully pursue undergraduate and graduate degrees, the alliance will run college transition and bridge, tutoring, internship, and e-mentoring programs. To increase the capacity of postsecondary computing departments to fully include students with disabilities in coursers and programs, the alliance will form communities of practice, run capacity-building institutes, and develop systemic change indicators for computing departments. To create a nationwide resource to help students with disabilities pursue computing careers and computing educators and employers, professional organizations and other stakeholders to develop more inclusive programs and share effective practices, the alliance will create and maintain a searchable AccessComputing Knowledge Base of FAQs, case studies, and effective/promising practices.
These activities will build on existing alliances and resources in a comprehensive, integrated effort. They will create nationwide collaborations among individuals with disabilities, computing professionals, employers, disability providers, and professional organizations to explore the issues that contribute to the underrepresentation of persons with disabilities and to develop, apply and assess interventions. In addition, they will support local and regional efforts to recruit and retain students with disabilities into computing and assist them in institutionalizing and replicating their programs. The alliance will work with other Alliances and organizations that serve women and underrepresented minorities to make their programs accessible to students with disabilities. Finally they will collect and publish research and implementation data to enhance scientific and technological understanding of issues related to the inclusion of people with disabilities in computing.
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TEAM MEMBERS:
Richard LadnerLibby CohenSheryl BurgstahlerWilliam McCarthy
This article seeks to reflect on mediation in museums based on experiences that occurred in the “Learning in order to Teach” Project. In this case, the mediation acquires specific characteristics because it deals with young deaf people learning art-related contents in order to teach other youth in their first language. The most interesting aspect of this encounter between museum and deaf culture is a mutual, immediate and highly visible influence. While museum-goers and professionals understand that the “gestures” used by the deaf are not random (rather, on the contrary, they make up a
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TEAM MEMBERS:
Daina LeytonCibele LucenaJoana Zatz Mussi
To inform development of the Curious by Nature exhibit and related programs, staff at the Palo Alto Junior Museum & Zoo (JMZ) wants to hear from parents. Staff are especially interested in the experience of families with children who have special needs. In recent years the JMZ has developed an audience in this community of often close-knit friends and organizations. JMZ is also part of a successful collaboration with Abilities United and PACE (Pacific Autism Center for Education) in which disabled adults volunteer in the Zoo on a weekly basis. The institution’s intimate nature, good design and
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TEAM MEMBERS:
Wendy MeluchPalo Alto Junior Museum & Zoo
The Museum of Science, Boston will prototype several exhibit elements to be included in the Charles River Gallery, a new 3,000-square-foot exhibition gallery atop the Charles River Dam that explores the connection between the science of the natural world and that of the engineered world. The exhibits will be fabricated using the concepts of universal design in an ongoing effort to make the museum's offerings available to the greatest number of people, regardless of age, background, and ability. Through a combination of surveys and observational studies, museum staff will evaluate the effectiveness of proposed gallery components and use the results to improve visitor experience and comprehension of the new exhibit themes. The prototyping activities will also allow the museum to investigate how cross-disciplinary studies enable better understanding of human interaction in complex environments.
Creating Museum Media for Everyone is an NSF-funded collaborative project of the Museum of Science, the WGBH National Center for Accessible Media, Ideum, and Audience Viewpoints, to further the science museum field's understanding of ways to research, develop, and evaluate digital interactives that are inclusive of all people. As a part of this effort to enable museums to integrate more accessible media into their exhibits to make them more welcoming and educational for visitors with disabilities as well as general audiences, this paper provides an overview of approaches to media accessibility
The Rochester Institute of Technology's National Technical Institute for the Deaf (NTID) and Center for Computational Relativity and Gravitation (CCRG) will collaborate on a CRPA project designed to develop a dance-based performance to educate deaf and hard of hearing students on astrophysics concepts. This project seeks to address the following goals: 1) provide all audience members with access to scientific information in an inherently engaging and stimulating manner; 2) facilitate the acquisition of scientific knowledge in all audience members, including deaf and hard-of-hearing individuals, with special reference to general information and basic concepts from the fields of gravitational physics and astrophysics; and 3) stimulate general interest in STEM fields within all audience members. An extensive team of physicists, arts faculty, computer scientists, performance experts, and evaluators have assembled to translate original research on gravity-based astrophysics, including collision events between black-holes and neutron-stars, entire galaxies, and the central black-hole engine that powers active galactic nuclei, into novel educational presentations. The original science to be presented was generated in part by the scientists at the Center for Computational Relativity and Gravitation. Project deliverables include live performances and a project website with educational materials and a virtual tour of the recorded performance. The live performances will include dance and computer generated visualizations of space phenomena, supplemented with discussion and interactive components to engage audiences both before and after the presentation. The mixed-method evaluation will provide insights into how the medium of dance can be used to engage audiences in STEM fields and increase the understanding of STEM content areas which have had little previous investigation, but may be highly relevant to the engagement of underserved audiences. Performances are planned for select sites in New York, Ohio, Connecticut, Rhode Island, Washington, DC, Pennsylvania and Maryland. It is estimated that the project will directly impact 7,000 individuals, approximately half of whom will be deaf or hard or hearing. Deaf and hard of hearing populations are greatly underserved in science education. This project is an effort to bridge that gap by providing creative models for communicating to the public on contemporary science concepts. Learning outcomes for the target audience include increasing awareness and interest in STEM, acquisition of information and basic concepts from the fields of gravitational physics and astrophysics, and enhancing awareness of relationships among science and the arts. Project activities will be disseminated through the website hosted by the Rochester Institute of Technology, as well as social networking sites including Facebook, Twitter, and Google+. The project will also be promoted through science festivals and media events.
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TEAM MEMBERS:
Manuela CampanelliHans-Peter BischofJacob Noel-Storr
resourceevaluationProfessional Development, Conferences, and Networks
Creating Museum Media for Everyone (CMME) is a proof-of-concept collaborative project between the Museum of Science (MOS) in Boston, WGBH's National Center for Accessible Media (NCAM) and Ideum (Funded by NSF-DRL, award number 1114549). The project aims to show how digital interactive museum exhibit devices can be designed and developed for visitors who have a wide range of disabilities. Current deliverables include two exemplar exhibition components in which museum visitors will learn STEM concepts by manipulating and analyzing real data. To create these deliverables, CMME utilized an
The Universally Designed Museum Programming project was envisioned as a way to create public programs that are more inclusive of people with disabilities. We used the concepts of universal design and Universal Design for Learning as well as our prior experiences with these topics in exhibition design and nanotechnology programming as a foundation for our work. Through this project, we gained insight into building a community of interest, facilitating a charrette in an inclusive way, using universal design guidelines to develop programs, and measuring the effectiveness of our process.
This poster was presented at the 2014 AISL PI Meeting in Washington, DC. It describes a project designed to increase informal learning opportunities for blind youth in STEM.
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TEAM MEMBERS:
National Federation of the BlindMark Riccobono
The Global Soundscapes! Big Data, Big Screens, Open Ears Project uses the new science of soundscape ecology to design a variety of informal science learning experiences that engage participants through acoustic discovery Soundscape ecology is an interdisciplinary science that studies how humans relate to place through sound and how humans influence the environment through the alteration of natural sound composition. The project includes: (1) an interface to the NSF-funded Global Sustainable Soundscapes Network, which includes 12 universities around the world; (2) sound-based learning experiences targeting middle-school students (grades 5-8), visually impaired and urban students, and the general public; and (3) professional development for informal science educators. Project educational components include: the first interactive, sound-based digital theater experience; hands-on Your Ecosystem Listening Labs (YELLS), a 1-2 day program for school classes and out-of school groups; a soundscape database that will assist researchers in developing a soundscape Big Database; and iListen, a virtual online portal for learning and discovery about soundscape. The project team includes Purdue-based researchers involved in soundscape and other ecological research; Foxfire Interactive, an award-winning educational media company; science museum partners with digital theaters; the National Audubon Society and its national network of field stations; the Perkins School for the Blind; and Multimedia Research (as the external evaluator).
This article discusses the ways in which museums can serve people with all types of disabilities,beyond making doorways, entrances, elevators, parking, and restrooms accessible. It outlines how museums can improve intellectual access to all.
This article describes an exhibit evaluation project at the San Diego Natural History Museum, funded by NSF in 2001, which took a participatory approach to better understand their audience. The authors, two participants in this project, discuss their motivations and goals, useful models and lessons learned from a special needs focus group.