Cross-modal Interactive Tools for Inclusive Learning

Lead Research Organisation: Queen Mary University of London
Department Name: Sch of Electronic Eng & Computer Science

Abstract

Students with special education needs are traditionally placed in specialized schools where they are provided with facilities and trained staff to accommodate their needs. Today, there is a shift in government policies towards providing support for equalisation of education opportunity, embodying UNESCO's Salamanca World Statement which considers "Inclusion and participation [as] essential to human dignity [...] enjoyment and exercise of human rights" (UNESCO 1994). This shift underlines the national agenda for integrating more visually impaired children in mainstream schools and reducing exclusion, which is often the result of unmet special needs.

According to a recent report by the Royal National Institute for the Blind (RNIB), approximately 70 per cent of visually impaired children in the UK are educated in mainstream settings. This often takes the form of one or two learners in a class of fully sighted peers. Issues related to how best to modify learning materials as well as how to manage group work to nurture an adequate learning environment for all is challenging in such settings. For instance, a number of curriculum standards of core components in science, technology, engineering and mathematics (STEM) emphasise the importance of graphic literacy to establish a foundation for future practices. Teachers in mainstream schools therefore have to resort to modifying curriculum resources that include graphics to make them accessible to visually impaired learners by using physical tools such as Braille, tactile diagrams or heat-raised images. However, these tools are designed to be used by visually impaired learners alone and not by their sighted peers, and thus can end up forcing them to learn as isolated individuals and exclude from group learning activities. In addition, as classrooms become more computerised, visually impaired learners are likely to face with more barriers since they mostly rely on screen-readers to access computers and these can be inadequate for accessing graphics and can inhibit meaningful collaboration with sighted peers. If not carefully studied and designed, technology can have detrimental effects on the inclusion of visually impaired learners in mainstream schools, particularly in contexts where they interact with sighted peers, and can lead to drastic effects on their lives as adults. For instance, jobs that require data analysis, including careers in STEM, often encode information using graphics and require teamwork and collaboration. Learning how to interpret and construct graphics as well as how to effectively engage with peers should, and generally does, begin during a student's basic education.

The underlying problem is that current technological support for learning in mixed classrooms emphasise accessibility over inclusion, targeting individual rather than social learning and group work. Focus is thus placed on an individual's disability and not on the variety of abilities present in a social context of group learning involving students, teachers and technology.

The aim of this Early Career fellowship is to research and develop interactive learning tools to make mixed classrooms more inclusive of visually impaired students. Non-visual modalities (e.g. audio, gestures, haptic and tactile feedback) have already shown potential benefit to support accessible interactions, but there are still limitations in their applicability in real world settings, such as issues with cross-modal effects when groups work together using different senses. The developed tools will focus on gaps in technological support for accommodating national curriculum standards by combining participatory design activities with empirical research into cross-modal interaction to find out how different senses can be integrated with visual capabilities. The tools will be validated in classroom settings to find out how they can improve group learning activities and teaching practices.

Planned Impact

The outcomes of the project will increase the inclusion of students with visual impairments in mixed classrooms. Students and teachers taking part in the various design activities and studies during the course of the project will feel immediate impact through exposure to new technologies for inclusive collaboration. I will achieve this by involving the Sensory Support Services and the King's Copse Primary School when recruiting participants, as well as existing links with other user groups and bodies such as the RNIB to disseminate the work to the educational sector. Findings from this research will provide practical examples of how it will impact teaching practices and group learning activities. In the near term this impact will be felt by increased inclusion in mainstream schools, and in the medium term findings from this project will impact teams working with collaborative tools in a range of domains. The user-centred approach used in this fellowship will help raise awareness of the conducted research through inclusion of target user groups in research and design activities. I will also raise awareness through publicity in national and international specialist and mainstream media.

In the long term the project will have social and economic benefit to the UK, as it will allow a wider range of people to engage in collaborative work. It will also benefit the general populace with the design of more effective cross-modal collaboration support for situations when modalities are restricted (e.g. distributed and mobile teamwork). Additionally, it will contribute to making the UK an example of best practice for inclusion in education and teamwork. The UK commercial sector will benefit from this research through the advancement of knowledge in collaborative technologies. Moreover, the software developed in this project will help improve the UK's position in the assistive technology market by opening up the collaboration domain. Furthermore, by increasing inclusion in collaborative work, there will be an increase in the efficiency of teamwork, and increased dissemination and sharing of knowledge. In order to achieve this, the deliverable software tools will be made available to UK companies and organizations free of charge through an open source license. Furthermore, experience in building cross-modal systems will be made publicly available through the open source community and academic papers which will provide the commercial and educational sectors with case studies of how to undertake such development. I will raise awareness of the developed software tools through public exhibitions and media channels.
 
Description The CRITICAL project explores the questions of where and how novel interactive technology can contribute to making learning experiences in mainstream schools more inclusive of visually impaired and blind children. Our research has so demonstrated benefits of using multisensory interaction, particularly those that go beyond typically used modalities (e.g. audio), as means for enriching co-design methodologies to engage children with and without visual impairments user-centric technology development. For example, in (Metatla et al, 2018), we conducted an ethnographic field study where we interviews and observed children with and without visual impairments as well as their teachers and teaching assistants to identify barriers to inclusive education and how to address those through technological innovation. We identified the "assistance bubble" as a key construct that exacerbates barriers to group learning, social play activities and independent mobility for visually impaired and blind children. We also developed a number of co-design methodologies exploiting multisensory feedback to augment activities such as futures workshops, bodystorming and fictional inquiry to engage stakeholder including children, in the design process. We showed how through such methods, children with and without disabilities can engage with each other, jointly lead design processed and explore design spaces that reflect their mixed abilities and shared experiences.

In (Metatla et al., 2019a), we investigated how a group of visually impaired and sighted children and their teachers can engage in critiquing voice-based commodity technology, such as the Amazon Echo and Google Home, to imagine and design alternative inclusive educational technologies for each other. We designed and developed multisensory augmentation of such voice-based technologies, including olfactory display, auditory tangible, and tactile feedback to support more inclusive means for peer-revision and peer-instruction, and produced a general design space to guide future research in this area.

We have also explored more fundamental questions around multisensory interaction and crossmodal perception, particularly in the realm olfaction and tangible interaction (Metatla et al, 2019b). In this work, we investigated how children associate emotions with scents and 3D shapes and showed evidence for crossmodal correspondences and mappings between particular shapes and scents, which we then used in the design of more inclusive multisensory educational technologies. These investigations thus extend prior work on crossmodal correspondences in terms of stimuli sample and conveyed content, demonstrating how use of such multisensory artefacts can lead to richers and more engaging social play technology around storytelling for visually impaired and sighted children (Cullen and Metatla, 2019)

More recently, in (Metatla et al, 2020a), we used a co-design approach to design and evaluate a robot-based educational game that could be inclusive of both visually impaired and sighted children in the context of mainstream education. We ran a focus group discussions with visual impairment educators to understand barriers to inclusive social play. And then a series of co-design workshops to engage visually impaired and sighted children and educators in learning about and critiquing a commodity robot technology and exploring its potential to support inclusive play experiences. We presented design guidelines and an evaluation workshop of a game prototype, demonstrating group dynamics conducive to collaborative learning experiences, including shared goal setting/execution, closely coupled division of labour, and interaction symmetry. In (Lin et el, 2021) we examined further corssmodal correspondences between tangible haptic interaction colour and emotions. We contribute novel knowledge of how tangible, visual and emotional features are perceived and interpreted alongside one another, which helps map out untapped space of crossmodal correspondences (CCs) in HCI. We make 4 key contributions to this space in terms of 1) more complex stimuli 2) active touch 3) transitional features and 4) measurement: 1) Studies that assessed CCs/touch looked at 2D shapes, word association, vibration, single-point haptic contact, and scent-touch stimuli. We contribute evidence of CCs for more complex tangible stimuli, extending single point protrusion stimuli. We also extend prior work by placing CCs in the more naturalistic context of active touch exploration/. Importantly 1) and 2) bring CCs closer to HCI design space. We also show new evidence for transitional features of CCs between tangible, visual and emotional dimensions. Specifically, tangible and visual features of angularity and brightness share emotional valence. Here, our findings highlight limitations to the linear predictability of CC translation which is an important consideration for designers of multisensory HCI.
Exploitation Route The CRITICAL research agenda is to explore and demonstrate how HCI, as an applied field of inquiry, can contribute to making human society more inclusive of people with disabilities. At the core of this agenda are fundamental questions around what an inclusive technology is, and a need to re-examine approaches to designing accessible and assistive technologies. Often, this has traditionally focused on addressing functional accessibility issues by foregrounding the needs of a single user group. CRITICAL research has demonstrated that this can work against objectives of inclusion, leading to solutions that place more emphasis on what a disabled individual can and cannot do rather than on the interplay between social and technological structures situating their actions, which is important to both characterise and address barriers to inclusion. Findings from the CRITICAL research have helped us in articulating and pursuing an alternative line of inquiry in order to understand whether and how inclusive technologies should be demarcated from traditional assistive technology through design, development and evaluation.

The above findings can be used to drive the design and development of technological and practical support for inclusion of pupils with visual impairments in mainstream schools. In the context of this project, these initial findings are currently being used to focus further follow-up co-design activities involving end users (support services practitioners, teachers and pupils) to create conceptual designs for a variety of multisensory interactive technologies. These designs will thus embody end users' views and perspectives on inclusion and how it can be improved in mainstream schools. The adaptation of co-design techniques contribute to expanding the repertoire of methods and techniques that could be used to engage children in design: We demonstrated how methods known to be effective in early conceptual design but not previously used to engage participants with mixed-visual abilities (e.g bodystorming) can be adapted to this new context. Thus these techniques shape the potential to contribute to new, more inclusive design practices in this space.

Our inclusive co-design framework thus extends work on interaction design with children and on multisensory and crossmodal interaction. Work on crossmodal correspondences extend prior work in this area by increasing our understanding of how sensory modalities interact with and relate to one another. They also provide novel insights for informing the design of richer and more engaging multisensory experiences. For example, work on voice-based user interfaces and robots provide a basis for designing support for inclusive education through these interactive technologies and contribute to extending the design space of potential applications across a number of settings, thus providing a foundation for future design and research in these area.
Sectors Communities and Social Services/Policy,Digital/Communication/Information Technologies (including Software),Education

 
Description Emersons Green Primary School 
Organisation Emersons Green Primary School
Country United Kingdom 
Sector Academic/University 
PI Contribution We have visited the school, coordinated with the school's Special Education Needs Coordinator to organise discussions with staff and pupils regarding their potential involvement in the development of accessibility technology to support visually impaired children during group work
Collaborator Contribution The school has provided us with access to their staff and pupils who are currently taking part in an on going ethnographic study involving observations of teaching sessions, and interviews with teachers, staff and pupils. Future activities will also involve design workshop and technology evaluation sessions
Impact We were able to run an ethnographic study at this school (on going), which is helping us develop a rounded picture of the inclusion of visually impaired children in mainstream schools. This feeds directly into the process of designing technology to support inclusive learning and teaching practices
Start Year 2016
 
Description John Hampden Primary School 
Organisation John Hampden Primary School
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution We are currently in contact with this school, coordinating with the school's Special Education Needs Coordinator to organise discussions with staff and pupils regarding their potential involvement in the development of accessibility technology to support visually impaired children during group work
Collaborator Contribution The school will provide us with access to their staff and pupils who will take part in an on going ethnographic study involving observations of teaching sessions, and interviews with teachers, staff and pupils. Future activities will also involve design workshop and technology evaluation sessions
Impact none yet
Start Year 2017
 
Description Oxford Spires Academy 
Organisation Oxford Spires Academy
Country United Kingdom 
Sector Academic/University 
PI Contribution We have visited the school, coordinated with the school's Special Education Needs Coordinator to organise discussions with staff and pupils regarding their potential involvement in the development of accessibility technology to support visually impaired children during group work
Collaborator Contribution The school has provided us with access to their staff and pupils who are currently taking part in an on going ethnographic study involving observations of teaching sessions, and interviews with teachers, staff and pupils. Future activities will also involve design workshop and technology evaluation sessions
Impact We were able to run an ethnographic study at this school (on going), which is helping us develop a rounded picture of the inclusion of visually impaired children in mainstream schools. This feeds directly into the process of designing technology to support inclusive learning and teaching practices
Start Year 2017
 
Description SEN Support Services Oxford 
Organisation Special Educational Needs Support Services
Country United Kingdom 
Sector Public 
PI Contribution The Special Educational Need Support Service, is part of Oxford City Council, is a service providing support for children with sensory impairments in mainstream and specialised schools. Our contributions to this partnership is two folds: 1) We provide relevant staff (Qualified Teachers for Visual Impairments) with opportunities to be involved in the design and evaluation of novel technologies for visually impaired users 2) We contribute activities (e.g. technology demonstrations, training workshops for staff) to public events organised by the sensory consortium service
Collaborator Contribution They make contributions to the research project in two ways: 1) Provide access to their staff who are Qualified Teachers for Visual Impairment who contribute as study participants 2) They provide contacts with local mainstream schools who then contribute to the research project also as partners and provide access to teachers, teaching assistants and pupils who contribute as study participants
Impact - Staff from the SEN Support Services have taken part in an ethnographic scoping study - We have identified four schools through the service, and established a partnership with that school (where we are now conducting further ethnographic field studies with staff, teachers, and pupils)
Start Year 2016
 
Description Sensory Consortium Service Berkshire 
Organisation Berkshire Sensory Consortium Service
Country United Kingdom 
Sector Public 
PI Contribution The Sensory Consortium Service Berkshire, part of the Berkshire Council, is a service providing support for children with sensory impairments in mainstream and specialised schools. Our contributions to this partnership is two folds: 1) We provide relevant staff (Qualified Teachers for Visual Impairments) with opportunities to be involved in the design and evaluation of novel technologies for visually impaired users 2) We contribute activities (e.g. technology demonstrations, training workshops for staff) to public events organised by the sensory consortium service
Collaborator Contribution They make contributions to the research project in two ways: 1) Provide access to their staff who are Qualified Teachers for Visual Impairment who contribute as study participants 2) They provide contacts with local mainstream schools who then contribute to the research project also as partners and provide access to teachers, teaching assistants and pupils who contribute as study participants
Impact - Staff from the Sensory Consortium Services have taken part in an ethnographic scoping study - We have identified one school through the service so far, and established a partnership with that school (where we are now conducting further ethnographic field studies with staff, teachers, and pupils)
Start Year 2016
 
Description Sensory Support Service Bristol 
Organisation Sensory Support Service
Country United Kingdom 
Sector Private 
PI Contribution The Sensory Support Service, part of the Bristol City Council, is a service providing support for children with sensory impairments in mainstream and specialised schools, covering four councils in the Southwest of England. Our contributions to this partnership is two folds: 1) We provide relevant staff (Qualified Teachers for Visual Impairments) with opportunities to be involved in the design and evaluation of novel technologies for visually impaired users; 2) We contribute activities (e.g. technology demonstrations, training workshops) to public events organised by the sensory support service
Collaborator Contribution They make contributions to the research project in two ways: 1) Provide access to their staff who are Qualified Teachers for Visual Impairment who contribute as study participants 2) They provide contacts with local mainstream schools who then contribute to the research project also as partners and provide access to teachers, teaching assistants and pupils who contribute as study participants
Impact - Staff from the Sensory Support Services have taken part in a scoping study - We are organising a joint event this summer to demonstrate accessibility technology for visually impaired children and their parents - We have identified two schools through this service, and established partnerships with them (where we are now conducting ethnographic field studies with staff, teachers, and pupils)
Start Year 2016
 
Description The Emmbrook School Reading 
Organisation The Emmbrook School
Country United Kingdom 
Sector Academic/University 
PI Contribution We have visited the school, coordinated with the school's Special Education Needs Coordinator to organise discussions with staff and pupils regarding their potential involvement in the development of accessibility technology to support visually impaired children during group work
Collaborator Contribution The school has provided us with access to their staff and pupils who are currently taking part in an on going ethnographic study involving observations of teaching sessions, and interviews with teachers, staff and pupils. Future activities will also involve design workshop and technology evaluation sessions
Impact We were able to run an ethnographic study at this school (on going), which is helping us develop a rounded picture of the inclusion of visually impaired children in mainstream schools. This feeds directly into the process of designing technology to support inclusive learning and teaching practices
Start Year 2017
 
Title Multisensory Collaborative Story Mapping Tool 
Description A system resulting from the co-design sessions with visually impaired and sighted children and their teachers, is a multisensory story mapping prototype for facilitating storytelling tasks (including mapping, sequencing, composition and performance) with groups of primary-aged children with mixed visual abilities. The system is comprised of four main components; i) an audio sampler and playback unit; ii) a grid for organising the narrative structure; iii) a character module for exploring the narrative; and iv) a scene module, which introduces further multisensory elements to the story, including light and scent display. 
Type Of Technology Software 
Year Produced 2018 
Impact The tool has been used at a partner school, and departs from the way storytelling is practice with primary aged children. Traditional method involves low-fi crafting and adaptation of stories including addition of Braille notation. Importantly, this traditional method does not engage both visually impaired and sighted children, making storytelling essentially exclusive to either groups separately. This tool allows teachers to engage both children with and without visual impairments in storytelling, which helps make this learning activity more inclusive. 
 
Title Voxtopus: Multisensory Voice-Interface for Inclusive Peer Revision 
Description a Voice-based User Interface application using Amazon Alexa named Voxtopus. Voxtopus allows groups of pupils to engage in peer revision and augments the Echo device with a set of physical controllers that support audio-tactile display and can be used for answering and navigating questions. Importantly, Voxtopus supports potential for collaborative learning activities, where pupils participate in the design of personalised revision materials (summaries and MCQ quizzes) and share them with others. The technology therefore enables and supports inclusive pedagogy and activities. 
Type Of Technology Software 
Year Produced 2018 
Open Source License? Yes  
Impact We are currently in the process of finalising and deploying Voxtopus for a longitudinal evaluation at a school, where it will be accessible to all pupils from the resources room in a space dubbed the "Voice Booth". The tool allows for promotion of inclusive peer revision between visually impaired and sighted children. 
 
Description Inclusive Hackathon 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Schools
Results and Impact A one day hackathon event bringing together hackers from a wide ranges of areas together with actual end-users to hack inclusive education technologies. The event is unique in so far as it include activities that engages programmers, education students, product designers, qualified teachers for visual impairments, and children with and without visual impairments. The hackathon event mixes hacking with inclusive co-design to conceptualise and prototype education technologies that are inclusive of both visually impaired and sighted children. The event has a particular focus on voice-based and multisensory technologies.
Year(s) Of Engagement Activity 2019
 
Description Tool exhibition at We The Curious, Bristol 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Public/other audiences
Results and Impact An exhibit at We the Curious museum show case a voice-based tool for inclusive education augmented with multisensory input and output. The tool allows up to three user to play Q/A quizzes using a set of physical controllers to interact with an Amazon Echo. The purpose of this exhibition was to expose the general public to the latest outputs of the CRITICAL project, it sparked audience interest in terms of potential future was to interact with voice-based technology through other sensory modalities.
Year(s) Of Engagement Activity 2018