skip to main content
US FlagAn official website of the United States government
dot gov icon
Official websites use .gov
A .gov website belongs to an official government organization in the United States.
https lock icon
Secure .gov websites use HTTPS
A lock ( lock ) or https:// means you've safely connected to the .gov website. Share sensitive information only on official, secure websites.


Title: Haptic paradigms for multimodal interactive simulations
Touch is often omitted or viewed as unnecessary in digital learning. Lack of touch feedback limits the accessibility and multimodal capacity of digital educational content. Touchscreens with vibratory, haptic feedback are prevalent, yet this kind of feedback is often under-utilized. This work provides initial investigations into the design, development, and use of vibratory feedback within multimodal, interactive, educational simulations on touchscreen devices by learners with and without visual impairments. The objective of this work is to design and evaluate different haptic paradigms that could support interaction and learning in educational simulations. We investigated the implementation of four haptic paradigms in two physics simulations. Interviews were conducted with eight learners (five sighted learners; three learners with visual impairments) on one simulation and initial results are shared. We discuss the learner outcomes of each paradigm and how they impact design and development moving forward.  more » « less
Award ID(s):
1814220 1621363
PAR ID:
10318226
Author(s) / Creator(s):
; ; ;
Date Published:
Journal Name:
Journal on technology and persons with disabilities
Volume:
9
ISSN:
2330-4219
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. One of the current limitations in digital educational experiences is the lack of touch. Touch is a critical component in the learning process and in creating inclusive educational experiences for sensorially diverse learners. From haptic devices to tangible user interfaces (TUI), a growing body of research is investigating ways to bring touch back into the digital world, yet many focus on a specific dimension (e.g. haptic feedback or kinesthetic manipulation) of touch. Learning, however, is a multi-dimensional touch experience - it is about moving and being moved. This work presents the Action Quad - a novel haptic-TUI design for teaching geometry (specifically quadrilaterals). The Action Quad is a multi-point-of-contact, reconfigurable tool that synergizes the affordances of both kinesthetic interaction and haptic feedback into a single form factor. We present findings from an initial user study (N=11) investigating how sighted- hearing individuals approach, interact, and experience the Action Quad, and we present a case study with an individual with blindness. We share key takeaways from the design process and participant feedback on interactions with this novel haptic-TUI device, sharing design insights on an emerging area of research that could support a new class of educational learning tools rooted in touch. 
    more » « less
  2. Over the last decade, extensive growth in digital educational content has opened up new opportunities for teaching and learning. Despite such advancements, digital learning experiences often omit one ofour richest and earliest learning modalities - touch. This lack of haptic (touch) interaction creates a growing gap in supporting inclusive, embodied learning experiences digitally. Our research centers on the development ofinclusive learning tools that can flexibly adapt for use in different learning contexts to support learners with a wide range of needs, co-designed with students with disabilities. In this paper, we focus on the development of a tangible device for geometry learning - the Tangible Manipulative for Quadrilaterals (TMQ). We detail the design evolution of the TMQ and present two user studies investigating the affordances o ft h eI M and the user strategies employed when explored in isolation and in tandem with a two-dimensional touchscreen-based rendering ofa quadrilateral. Findings illustrate the affordances of the I M Oo v e r traditional, static media and its ability to serve as an inclusive geometry learning tool. 
    more » « less
  3. We present a multimodal physics simulation, including visual and auditory (description, sound effects, and sonification) modalities to support the diverse needs of learners. We describe design challenges and solutions, and findings from final simulation evaluations with learners with and without visual impairments. We also share insights from completing research with members of diverse learner groups (N = 52). This work presents approaches for designing and evaluating accessible interactive simulations for learners with diverse needs. 
    more » « less
  4. As technology continues to shape how students read and write, digital literacy practices have become increasingly multimodal and complex—posing new challenges for researchers seeking to understand these processes in authentic educational settings. This paper presents three qualitative studies that use multimodal analyses and visual modeling to examine digital reading and writing across age groups, learning contexts, and literacy activities. The first study introduces collaborative composing snapshots, a method that visually maps third graders’ digital collaborative writing processes and highlights how young learners blend spoken, written, and visual modes in real-time online collaboration. The second study uses digital reading timescapes to track the multimodal reading behaviors of fifth graders—such as highlighting, re-reading, and gaze patterns—offering insights into how these actions unfold over time to support comprehension. The third study explores multimodal composing timescapes and transmediation visualizations to analyze how bilingual high school students compose across languages and modes, including text, image, and sounds. Together, these innovative methods illustrate the power of multimodal analysis and visual modeling for capturing the complexity of digital literacy development. They offer valuable tools for designing more inclusive, equitable, and developmentally responsive digital learning environments—particularly for culturally and linguistically diverse learners. 
    more » « less
  5. Utilizing touch interactions from smartphones for gathering data and identifying digital markers for screening and monitoring neurological disorders, such as Autism Spectrum Disorder (ASD), is an emerging area of research. Smartphones provide multiple benefits for this kind of study, including unobtrusive data collection via built-in sensors, integrated haptic feedback systems, and the capability to create specialized applications. Acknowledging the significant yet understudied presence of tactile processing differences in individuals with ASD, we designed and developed Feel and Touch, a mobile game that leverages the haptic capabilities of smartphones. This game provides vibrotactile feedback in response to touch interactions and collects data on these interactions. We conducted a deployment study with 83 Mexican children who played Feel and Touch to capture their interactions with the game. Our analysis, comparing touch interactions between children with ASD and neurotypical (NT) peers, uncovered three digital markers based on phone tilt and touch patterns that distinguish the two groups. Additionally, we demonstrated the ability of a machine learning model to accurately classify these interactions between ASD and NT children. Our findings discuss the implications in terms of accessibility and ubiquity, as well as the possibilities for the development of digital markers and their application in pervasive computing for healthcare. 
    more » « less