Toy hacking during a DIYAbility workshop.
Jim Tiffin was at an Edcamp STEAM in New Jersey a few years ago when he came across a session called Toy Hacks. A group of people were manipulating battery-operated toys. They were taking them apart, identifying the controls and switches inside, soldering an extra switch to each, and putting the toy back together. That way, kids with limited mobility could play with the toys. “If you look at any toy, there’s a button that activates it—that makes the monkey walk along banging cymbals,” says Tiffin, formerly director of academic technology at the Harley School in Rochester, NY, and currently director of media and maker programs at Mount Vernon Presbyterian School (MVPS) in Atlanta, GA. “What could you do for a kid who didn’t have access?” With an adapted toy, “If you can move your head, elbow, mouth, or some part of the body,” you can make the monkey make music—and the “dinosaur roar or the ballerina spin.” A spark went off for Tiffin. “I thought, ‘this is cool; this is something I can do with my sixth graders,’” he says. “I ran a tech class where we did a lot of tinkering with 3-D printing, moviemaking,” and other projects. “The culminating activity was to hack toys for kids with disabilities.”A DIYAbility "Toy Hacking for the Holidays" event.
The hacking lesson was one of many tech empowerment initiatives from John Schimmel and Holly Cohen, cofounders of DIYAbility, a nonprofit organization in New York City with the mission of helping people create and master adaptive technology. The two met at New York University (NYU), where Schimmel teaches assistive technology and web development courses at NYU’s Interactive Telecommunications Program (ITP), and Cohen, an occupational therapist and assistive technology practitioner, teaches rehabilitation at the Steinhardt Department of Occupational Therapy. The DIYAbility motto: “Empowering people with and without disabilities to make their world.” “The big thing is, how do you get people with disabilities to make their own tools and devices?” says Schimmel. “It’s a matter of seeing individuals take what they learn and do it themselves, or teaching them how to do their own hack.” Freshman Hannah Werbel, who has a visual impairment, with a drill press at the University of Washington
CoMotion makers space. CoMotion pictures copyright Karen Orders Photography
University of Washington associate professor Kat Steele shows students with disabilities
the hand tools available to them in the CoMotion maker space.
Inclusive hacking
After the New Jersey hacking session, Tiffin reached out to the Mary Cariola Children’s Center in Rochester, which serves kids with multiple disabilities, and arranged for his students to adapt toys for the children there. He also set up an instructive Google Hangout between his students and Schimmel. “We got spin art machines, radios, ballerinas, and all kinds of toys. We disassembled them, using mirrors to find the deactivation switches” and adapted the toys. “John says that when someone gets [an ordinary] toy for someone with a disability, they think they’re doing something nice,” Tiffin says. “The problem is, the kids aren’t physically able to play with them. It’s like being hurt twice.” When Tiffin’s students presented the toys to the Mary Cariola students, “It was very emotional,” Tiffin says. “What came out of that was the importance of taking what we do and doing it for others.” He just opened a new maker space at MVPS and is planning a similar program. “That will be one of the first things we do.” At a Manhattan storefront space shared with the Adaptive Design Association, Schimmel and Cohen lead regular workshops on toy hacking and other activities. The DIYAbility website sells $20 Toy Hacking Kits and offers nine-step toy hacking instructions. If you buy a retail switch-accessible toy, “You can pay upward of $100,” Cohen notes. During the workshops, “We require the person to bring their own toy and batteries and we supply the rest—soldering iron, wire, switch jack,” and more. “We make sure people get the basics of soldering. For example, if someone can only use their head, an accessibility switch can be situated behind the head. Family members come to help people with [limited] mobility.” Cohen also leads sessions and webinars in hacking computer mice and making the most of the iPad’s accessibility features. “A lot of adaptive mice can be controlled with your head or your mouth,” she notes. Workshop participants will “take apart the mouse and solder a switch into the mouse, add a port and a plug and a capability switch, and put it by [the part of their body with] the strongest movement.” An October DIYAblity webinar covered the topic of “Using an iPad as an assistive technology device.” Schimmel and Cohen also developed Capacita, an accessible game controller for people with physical impairments, including those who may not have use of their hands. The device earned DIYAbility recognition as one of New York City’s Next Top Makers. Participants can use a mouse, keyboard, or other computer assistive technology to play. But as Schimmel sees it, Capacita has the potential to give people much more than a game controller. “The thing I like about Capacita is that we want to use it as a way for people with disabilities to think about programming as a career,” he says. "We give little codes and snippets, and people could make their own game controller. It’s open enough that a person could use HTML Javascript or Python to get their feet wet with programming.” DIYAbility cofounder John Schimmel (left)
with Matthew Altan and his iPad holder.
Public libraries
Inclusive gaming at Brooklyn Public Library.
“A lot of people in the disability community play video games,” notes John Huth, young adult librarian at the Brooklyn Public Library’s (BPL) Child's Place for Children with Special Needs. An inclusive gaming program Huth developed for teens led in turn to an accessible maker program for young people at BPL. Launching BPL’s Adaptive Gaming Arcade, “we looked at different adaptive technology and stumbled into the back door of the making world.” BPL’s gaming arcade “can account for every disability” with “a diverse array of technologies” for hands-free play, Huth says, including accessibility features for the Xbox 360, PlayStation4, Nintendo Wii, and Atari 2600. Huth enables kids to play by placing buttons on their bodies and chairs, using chin-mounted joysticks, and puff and blow switches, controlled by breathing. “Some of the other kids will say, ‘I want to use that one,’” Huth says. “They don’t see it as accessible technology. They look at it as a crazy controller.” Developing his Universal Makerspace program, "We wanted to create a maker space that was accessible to people despite their abilities,” Huth says. He didn’t wait around for a grant. “We received some money for the arcade, but we did our maker space with spit, duct tape, love, and fairy dust.” With a mix of high and low-tech activities, he provides kids with the usual craft materials, plus accessible scissors and modified paintbrushes with a bulb-shaped handle that are easy to manipulate. The programs take place in “a glassed-in wall space so people can see what’s going on. We didn’t want to have a room with teens with disabilities off to one side,” Huth explains. While anyone can join, he gives priority to kids attending schools in District 75, encompassing New York City schools for students with special needs.A stop-motion animation workshop with puppets at Brooklyn Public Library. Photo by Bodi Du
Partnerships are key to Huth’s program. For a recent workshop focused on stop-motion animation, created with iPads, he sought support from the organization CinemaKidz. “They brought in armature manipulable puppets that were accessible” to participants with limited mobility, Huth says. During a recent, low-tech activity involving sneaker making and decoration, Don D’vil, founder of the Hip Hop and sneaker culture site Sneakerbeatz, was on hand to help out and chat with attendees. D’vil leads free sneaker design workshops that he uses as an opportunity to discuss economics, math, and other topics with young people. John Huth during a sneaker making workshop
at Brooklyn Public Library.
The future
In time, universal maker spaces may become more common, through initiatives like the mini-grant program from AccessEngingeering at the University of Washington, which provides grants of under $3,000 to projects that support universal design projects that can meet the needs of all participants. What will those spaces look like? UW’s CoMotion Lab provides a vision. Kat Steele, a UW assistant professor of mechanical engineering and an advocate for diversity in engineering, says that it was key to include a range of tactile rapid prototyping materials at CoMotion for brainstorming. “People with vision problems can take pipe cleaners and clay and put together something” tangible, she says, in order to convey ideas three-dimensionally rather than visually.Students with disabilities and mentors use a laser cutter at the CoMotion maker space.
In addition, while flexibility and adjustable features are important, “organization” of the space was paramount to “make sure the dichotomy between people with visual impairments and people in wheelchairs” was bridged, she says. They meant that “big tools, 3-D printers, and laser cutters need to be in defined locations so that people with vision problems can make a mental map of the space” and find what they need. The maker space also includes quiet areas that filer out noise to make them more comfortable for people with hearing impairments or neurodevelopmental disorders. Some CoMotion regulars include participants in a DO-IT (Disabilities, Opportunities, Internetworking, and Technology) program for teens at CoMotion, focused on getting more people with disabilities involved in the community. Werbel was one of those teens. She grew up using tools in her father's wood shop to build objects, including shelves to organize her room and a model boat. "I really like problem solving," she says. People who are visually impaired must be “being really, really organized,” she adds, because it can be hard to locate things. “I have a lot of tools I use to help me see better,” including color-coded and textures hangers she designed that distinguish her long- and short-sleeved shirts. Engineering and physics also “involve a lot of problem solving,” notes Werbel. “You have to have a certain level of creativity and logic, which I really like. I like that aspect, [plus] the hard sciences— physics and engineering—are things that you can apply to everyday life.” Everybody should have “the opportunity to create things and use technology have the opportunities to create solutions to their own problems,” Werbel believes, because their solutions can be more intuitive than ones conceived by people without disabilities. “There are so many different way people are using [CoMotion]. it’s quite amazing,” Werbel adds, from people sewing to a student who created a 3-D printed molecule “just to see how it would work.” With “all these ideas, it’s a really cool space for people to be creative and think about problems and how you would devise solutions.”Getting the tools
If there’s one book to read on this subject, says Schimmel, it’s Henry Viscardi’s 1959 work Give Us the Tools. Viscardi, born without legs, started an organization called Abilities, Inc. in 1952 that employed thousands of people with disabilities in a variety of professions, including jobs in the department of defense. They included people with cerebral palsy and visual impairments, along with disabled veterans and others. Viscardi proved that “people with disabilities can make things,” Schimmel says. At the University of Maryland’s College of Information Studies, grad students, under the leadership of Mega Subramaniam, associate director of information policy and access center, partnered with the District of Columbia Public Library to develop an accessible maker workshop and are continuing research in the area, says Subramanian. There is still work to be done. “As to 3-D printing, I would say that design software, including that used for 3-D design and printing, usually lacks meaningful nonvisual accessibility,” says Fleet. “The gains we’ve seen in access to text, the web, and Office-style productivity software in the last decade have not been mirrored in the worlds of technology for arts, sciences, and design.” “Just because you lose your eyesight,” she says, “doesn’t mean you lose your creativity.”We are currently offering this content for free. Sign up now to activate your personal profile, where you can save articles for future viewing
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