We investigate how technology can empower citizens and non-state actors to take an active role in shaping agendas.
We explore how to create inclusive environments and behaviours with and through games.
We investigate the use of tangible systems to promote computational thinking skills in mixed-ability children.
We investigate the use of social robots to create inclusive mix-visual ability classrooms.
AVATAR proposes creating a signing 3D avatar able to synthesize Portuguese Sign Language.
We are creating novel non-visual input methods to multiple form-factors: from tablets to smartwatches.
ARCADE proposes leveraging interactive and digital technologies to create context-aware workspaces to improve physical rehabilitation practices.
In this project, we are creating the tools to characterize user performance in the wild and improve current everyday devices and interfaces.
We investigate novel interfaces and interaction techniques for nonvisual word completion. We are particularly interested in quantifying the benefits and costs of such new solutions.
As touchscreens have evolved to provide multitouch capabilities, we are exploring new multi-point feedback solutions.
In this research work, we are investigating novel interactive applications that leverage the use of concurrent speech to improve users' experiences.
This research leverages mobile and wearable technologies to improve classroom accessibility for Deaf and Hard of Hearing college students.
Our goal is to thoroughly study mobile touchscreen interfaces, their characteristics and parameterizations, thus providing the tools for informed interface design.
Braille 21 is an umbrella term for a series of research projects that aim to bring Braille to the 21st century. Our goal is to facilitate access to Braille in the new digital era.
We aim to understand the overlap of problems faced by health and situational impaired users when using their mobile devices and design solutions for both user groups.
The surge of Multidisciplinary Teams (MDTs) has transformed healthcare, moving from siloed medical teams to collaborative units comprising professionals from diverse medical specialties. Despite their global adoption and recognized benefits, there is a research gap regarding the current context and dynamics of MDT Meetings (MDTMs), hindering the design of systems tailored to this context. This study delves into cancer MDTMs, highlighting emerging practices and challenges. We conducted an observational study across three hospitals, uncovering the intricate interplay of organizational, technological, and interpersonal factors. Our insights emphasize the complexities of MDTMs, including physical infrastructure, MDTM’s discussion structure, and adaptability, revealing challenges in information management and turn-taking strategies. By addressing these dimensions, our aim is to inform the development of more efficient and effective MDTMs in healthcare.
This work-in-progress presents ALMA, an innovative prototype for storytelling with a smart soft toy inspired by Snoezelen principles. Its objective is to improve children’s emotion regulation while facilitating children’s exploration of sensory perceptions, emotion labeling, and self-reflection. While current methods in Child-Computer Interaction (CCI) frequently emphasize individual aspects like storytelling or multisensory experiences, there is a gap in interactive storytelling incorporating soft toys that integrate multisensory and Snoezelen principles, despite the well-documented advantages of such integration. By leveraging the synergies between multisensory experiences and storytelling, ALMA seeks to foster children’s emotion regulation and, therefore a holistic development.
Shape-changing skin is an exciting modality due to its accessible and engaging nature. Its softness and flexibility make it adaptable to different interactive devices that children with and without visual impairments can share. Although their potential as an emotionally expressive medium has been shown for sighted adults, their potential as an inclusive modality remains unexplored. This work explores the shape-emotional mappings in children with and without visual impairment. We conducted a user study with 50 children (26 with visual impairment) to investigate their emotional associations with five skin shapes and two movement conditions. Results show that shape-emotional mappings are dependent on visual abilities. Our study raises awareness of the influence of visual experiences on tactile vocabulary and emotional mapping among sighted, low-vision, and blind children. We finish discussing the causal associations between tactile stimuli and emotions and suggest inclusive design recommendations for shape-changing devices.
Research on robotic ostracism is still scarce and has only explored its effects on adult populations. Although the results revealed important carryover effects of robotic exclusion, there is no evidence yet that those results occur in child-robot interactions. This paper provides the first exploration of robotic ostracism with children. We conducted a study using the Robotic Cyberball Paradigm in a third-person perspective with a sample of 52 children aged between five to ten years old. The experimental study had two conditions: Exclusion and Inclusion. In the Exclusion condition, children observed a peer being excluded by two robots; while in the Inclusion condition, the observed peer interacted equally with the robots. Notably, even 5-year-old children could discern when robots excluded another child. Children who observed exclusion reported lower levels of belonging and control, and exhibited higher prosocial behaviour than those witnessing inclusion. However, no differences were found in children’s meaningful existence, self-esteem, and physical proximity across conditions. Our user study provides important methodological considerations for applying the Robotic Cyberball Paradigm with children. The results extend previous literature on both robotic ostracism with adults and interpersonal ostracism with children. We finish discussing the broader implications of children observing ostracism in human-robot interactions.
Children with visual impairments often struggle to fully participate in group activities due to limited access to visual cues. They have difficulty perceiving what is happening, when, and how to act-leading to children with and without visual impairments being frustrated with the group activity, reducing mutual interactions. To address this, we created Touchibo, a tactile storyteller robot acting in a multisensory setting, encouraging touch-based interactions. Touchibo provides an inclusive space for group interaction as touch is a highly accessible modality in a mixed-visual ability context. In a study involving 107 children (37 with visual impairments), we compared Touchibo to an audio-only storyteller. Results indicate that Touchibo significantly improved children’s individual and group participation perception, sparking touch-based interactions and the storyteller was more likable and helpful. Our study highlights touch-based robots’ potential to enrich children’s social interactions by prompting interpersonal touch, particularly in mixed-visual ability settings.
Neurodivergent children spend most of their time in neurodiverse schools alongside their neurotypical peers and often face social exclusion. Inclusive play activities are a strong vehicle of inclusion. Unfortunately, games designed for the specific needs of neurodiverse groups are scarce. Given the potential of robots to support play, we led a co-design process to build an inclusive robotic game for neurodiverse classrooms. We conducted five co-design workshops, engaging 80 children from neurodiverse classrooms in designing an inclusive game. Employing the resulting design insights, we iteratively prototyped and playtested a tabletop robotic game leveraging off-the-shelf robots. Reflecting upon our findings, we discuss how the longitudinal co-design process (rather than the resulting game) was key in allowing children the space to learn how to accommodate accessibility needs and create inclusive play experiences. We posit the use of co-design to enhance children’s interpersonal relationships, fosters feelings of ownership, and encourages appropriation practices as a strategy to sustain inclusive experiences that extend beyond project timelines or artefact designs.