Category: Portfolio

Minecraft

Social media, including virtual worlds, has the potential to support children with autism in making friendships, learning pro-social behavior, and engaging in collaborative play with their peers.  However, currently, little is known about how children with autism interact socially in online spaces. Furthermore, there is much more to learn about how technology can support these collaborative interactions. In this study, I propose investigating how a virtual world can be intentionally run alongside other complementary social media (e.g., website, forum, Facebook, Twitter, and Google+) specifically for children with autism. The contribution of this work is to create design guidelines for creating social media systems (including virtual worlds) to support social interactions of children with autism.

Current Publications:

Kathryn E. Ringland. 2019. “Do you work for Aperture Science?”: Researching and Finding the Gamer Identity in a Minecraft Community for Autistic Children. In FDG 2019. [PDF] [BLOG]

Kathryn E. Ringland. 2019. A Place to Play: The (Dis)Abled Embodied Experience for Autistic Children in Online Spaces. In CHI 2019. [PDF] [BLOG]

Kathryn E. Ringland. 2019. “Autsome”: Fostering an Autistic Identity in an Online Minecraft Community for Youth with Autism. In iConference 2019 Proceedings. [PDF] [BLOG]

Kathryn E. Ringland, LouAnne Boyd, Heather Faucett, Amanda L.L. Cullen, Gillian R. Hayes. Making in Minecraft: A Means of Self-Expression for Youth with Autism. In IDC 2017. [PDF] [BLOG]

Kathryn E. Ringland, Christine T. Wolf, LouAnne E. Boyd, Mark Baldwin, and Gillian R. Hayes. 2016. Would You Be Mine: Appropriating Minecraft as an Assistive Technology for Youth with Autism. In ASSETS 2016. [Acceptance Rate: 25%]. Best Paper. [PDF][BLOG]

Ringland, K. E., Wolf, C. T., Faucett, H., Dombrowski, L., & Hayes, G. R. (2016). “‘Will I always be not social?’: Re-Conceptualizing Sociality in the Context of a Minecraft Community for Autism”. In Proceedings of ACM CHI Conference on Human Factors in Computing Systems 2016. [Acceptance Rate: 23.4%]. [PDF][BLOG]

Ringland, K.E., Wolf, C.T., Dombrowski, L., and Hayes, G.R. “Making ‘Safe’: Community-Centered Practices in a Virtual World Dedicated to Children with Autism”. Proceedings of the 2015 ACM International Conference on Computer Supported Collaborative Work, ACM (2015). [Acceptance Rate: 28.3%]. [PDF][BLOG]

Ringland, K.E., Wolf, C.T., Hayes, G.R. (2015, May 15). “The Benefits of Online Play: An Investigation of Virtual Worlds for Children with Autism Spectrum Disorder”. International Meeting for Autism Research Salt Lake City, Utah.

Ringland, K.E., Hayes, G.R. (2014, April 27). “Virtual Worlds: An Alternative Method for Communication for Children with Autism Spectrum Disorder”. Workshop: Supporting Children with Complex Communication Needs. ACM SIGCHI Conference on Human Factors in Computing Systems. Toronto, Canada. [PDF]

Last Updated: September 16, 2019

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A sunset over the tops of trees in minecraft.

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DanceCraft

Individuals with autism and other neurodevelopmental disorders often experience sensory perception impairments, which can lead to challenges such as sensitivity to loud noises or irritation from specific textures on their skin. Atypical movement, such as rocking, can be exhibited as compensation for this sensory perception impairment.

Currently, therapists use dance therapy to stimulate the various senses in children with autism to help reduce atypical movement and to increase engagement in the activity. DanceCraft is a system developed to further the aims of dance therapy by increasing the children’s body awareness. We will be exploring how the software engenders different interactions styles to help inform the design of future systems focused on using body based movements to support dance therapy.

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EAPSI 2014

cloth fish flying in hiroshima

At the Hiroshima Flower Festival 2013. Photo Credit: Severn Ringland.

In the fall of 2013, I applied for the NSF’s East Asia Summer Institute Program and was accepted February 3, 2014. The abstract to my proposal:

While there are a variety of available Augmentative and Alternative Communication (AAC) devices available for individuals with Autism Spectrum Disorder in the United States, these devices are infrequently found for users in Japan especially in their native language. A culturally appropriate AAC system for use with Japanese children will be designed using participatory design workshops with stakeholders from Hiroshima University. During this project she will come to better understand the process of designing assistive technology as it occurs between local stakeholders in Japan and American researchers and to create a framework to help facilitate this kind of work in the future.

Click here for a full version of my proposal.

Last Updated: April 3, 2014

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Clothing Tags for Individuals with Visual Impairments

Kate at UMBC SURF Poster Session

August 8, 2012. UMBC SURF Poster Session

Self expression through clothing is inherently visual and is not readily accessible to those with visual impairments. Presently, the best method for conveying information is with high-tech devices that identify fabric colors, but don’t give information about pattern, graphics, washing instructions, or style. Designing clothing tags for the visually impaired user requires that the tags be discreet, comfortable, easy to locate, and that it be reasonably simple to retrieve information from them. With this study we contribute a collection of tagging systems that can be used in future research for the development and testing of fully functional tagging systems that will empower visually impaired users when making clothing decisions.

Ringland, Kathryn. “Accessible Clothing Tags: Designing for Individuals with Visual Impairments”.CHI 2013. Paris, France. May 2013.*

Williams, M., Ringland, K., Hurst, A. “Designing an Accessible Clothing Tag System for People with Visual Impairments”. ASSETS 2013. Bellevue, WA. October 2013.*

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BlueFriends

Stigma associated with depression and mental illness is a widespread problem, often leading to negative health outcomes and discrimination for people with these conditions. Common stigma reduction interventions focus on two strategies: education (increasing basic understanding of the condition) and social contact (humanizing or ‘putting a face’ to the condition). These interventions have been explored in various formats, but little is known about the potential of leveraging online social media outlets to reduce stigma. We propose BlueFriends, an application that seeks to reduce stigma by displaying a shareable information visualization graphic aimed at increasing both education and social contact. This application will employ a predictive model of depression detection on Facebook. It will visualize the potential proportion of depression in a user’s online social network and display an interactive comparison of depression prevalence with other common prevalence levels in the US. BlueFriends expands current stigma reduction interventions by leveraging online social environments. By creating customized visualizations that users can share within their network, we hypothesize that Bluefriends will prompt collective stigma reduction and societal depression awareness.

Haimson, O.L., Ringland, K.E., Simpson, S., and Wolf, C.T. Using Depression Analytics to Reduce Stigma via Social Media: BlueFriends. 2014.

SensoryPaint

Many children with neurodevelopmental disorders, such as autism spectrum disorder, have sensory processing disorders (SPD), which can lead to inappropriate behaviors and impairments. One therapeutic approach to the kinds of SPD frequently observed in children with neurodevelopmental disorders involves the use of a variety of tools including objects with various textures and tactile sensations, mirrors, and Multisensory Environments (MSE) saturated with visual and audible stimuli and specialized equipment for sensory stimulation. However, children with SPD each have a unique prescription for the amount of stimulation they require for the therapy to be effective. MSE must be physically altered before each child receives therapy.

MSE

Traditional Multisensory Environments uses mirrors, lights, and objects with different tactile feedback.

Colored rubber balls of different sizes.

Various sizes and colors of balls used in SensoryPaint.

SensoryPaint is an interactive surface with the capability of superimposing the user’s reflection on a projected surface and “painting” this surface with balls of different textures and colors, which was designed to augment traditional therapies. This software uses a Kinect to detect the movements of the user and the balls. The user’s image is reflected on the screen, as well as their shadow superimposed on their reflection. SensoryPaint is a software originally developed at CICESE in Ensenada, Mexico.

paintSplash

Mode with painting and splashes.

strawberryColor

Coloring Book Mode with the user using two different colors to fill in the strawberry shape.

Initial studies of the SensoryPaint system are focused on uncovering the potential of this technology to support sensory integration, including stimulus sensitivity, body awareness, motor functioning, and attention and engagement.

Ringland, K.E., Zalapa, R., Neal, M., Escobedo, L., Tentori, M., and Hayes, G.R. “SensoryPaint: A Multimodal Sensory Intervention for Children with Neurodevelopmental Disorders”. Proceedings of the 2014 ACM International Conference on Ubiquitous Computing, ACM (2014).

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