One of the first Spark Innovation activities is an Inclusive Design Challenge, inviting young innovators to design solutions for improving access to the Queen Elizabeth Olympic Park for blind and partially sited people. The event takes place between 6–20 of June, 2022.
Inclusive arts and crafts design: empowering people with disability to contribute to their community in Southern Africa
The aim of the network proposal was to raise awareness within the communities of Southern Africa of the value of their cultural heritage and provide insights into how these may be expressed through inclusive crafts, leading to sustainable economic development.
Arts Collaboration Opportunities in Teaching and Research (ACTOR). ACTOR adopts an approach that brings play, exploration, and creativity together, using workshops and other interactive designs to engage and share and communicate experiences.
“This Is the Story of Community Leadership with Political Backing. (PM1)”. Critical Junctures in Paralympic Legacy: Framing the London 2012 Disability Inclusion Model for New Global Challenges.
PhD Research: Designing technologies to support open space leisure experiences of blind and partially sighted people
There is huge potential for mobile technology to improve blind and partially sighted people's experience of parks and open spaces and enable them to share these experiences with others. We are creating an accessible crowdsourced mapping system for BPSP to contribute their experience of visiting a park or open space and share these experiences in the forms of textual information, photos, sound bites, and videos to enable other people to enjoy these experiences anywhere in the world.
Tacilia is a Voice Controlled Tactile User Interface for Blind Learners which is based on a novel shape changing material technology and an advanced speech recognition AI.
Running is not only about distance or speed but more a dynamic experiential journey in which emotions and subjective feelings play vital roles in constructing the runners’ experience. This research investigates how technology could support runners with the capturing and sharing of such experiential aspects of running experience beyond the running performance that current mainstream technologies provide.
This current work looks to develop these capabilities in soft material technology, with: the development of a printable nanocomposite stretch sensor system; a low-cost digital method for casting bespoke prosthetic liners; a liner with an embedded stretch sensor for growth / volume tracking; a model liner with an embedded active cooling system.
The London 2012 Olympic and Paralympic Games were hosted at the Queen Elizabeth Olympic Park (QEOP) with the view of creating a dynamic new heart of east London. The park was designed to continue the legacy of the Paralympic Games and to create a diverse and inclusive space for all.
Our project contributes to this vision by (i) engaging the disabled community of east London in a conversation about their experiences and perceptions of the QEOP and then (ii) co-creating a multisensory representation of the experience of blind people as a reminder of diversity and inclusion at the park.
PhD student Kate Burton is conducting research on using 3D imaging and printing from microscopic images to provide tactile representations for visually impaired people. The aim is to take the world seen through a microscope and make it accessible to those with visual impairments using tactile 3D printed models.
Designing a new way to produce erasable tactile drawings and graphics to present visualisations to blind and partially sighted students and professionals. The project uses smart materials and research on ways to make them operational. The final output will be particularly useful to understand STEM subjects and to express and communicate ideas and creativity.
The aim of this project to build new low-cost approaches to more reliable mental wellbeing measurements using mobile sensing technology, supporting unconstrained and potentially a variety of everyday situations.
We are very keen to have a mixture of academic and non-academic papers at this workshop therefore, we would like to invite additional contributions in the format of a social paper OR a standard 4-page CHI extended abstract. Social papers are maximum one page in length and act as a CV for networking. These can be submitted by anyone interested in the area of accessibility and gaming. We have extended the deadline to the 1st of October.
Ongoing research where we have developed a new technique for wheelchair localisation and surface determination using a fusion of GPS/IMU information and machine learning. Data captured helps wheelchair users travel in a more effective ways and share data to demonstrate accessibility issues and encourage improvements.
This project looked at identity and the changing perception of disabled people and disability. The primary focus was prosthetics and the use of new technologies including 3D printing to democratise prosthetics and allow individuals to customise their assistive devices in a timely and affordable way.
A research project to understand how and when manual wheelchair users need and use power assistance and to determine if fuel cell technology is suitable for the power requirements of assistive technology, specifically wheelchairs.
CROWDBOT will enable mobile robots to navigate autonomously and assist humans in crowded areas, rather than simply stopping when the going gets tough.
Fit-for-purpose, affordable body-powered prostheses is designing upper limb prostheses that are both low cost and fit for their purpose and circumstance. The project is funded through the Engineering and Physical Sciences Research Council (EPSRC) and National Institute for Health Research (NIHR) Global Challenges Research Fund.
Partnering with UCL and the International Committee of the Red Cross, the GDI Hub hosted the Enable Makeathon 2.0 in London. Five teams were selected to come to London to further develop their disability innovation ideas into new products and services over the course of a 16-day intensive ‘bootcamp’.