Cited by 7Assistive Technology in Communication and MobilityDigital Accessibility for DisabilitiesDisability Rights and Representation

Creating assistive technology in disabled communities, five years on: a reflection of neurodivergency and crafting accessible social spaces

Ringland, Kathryn E., Wolf, Christine T.·2021·ACM SIGACCESS Accessibility and Computing

Abstract

Five years ago, our paper, "Would You Be Mine: Appropriating Minecraft as an Assistive Technology for Youth with Autism" won Best Paper at ASSETS 2016 (Ringland et al. 2016). In that paper, we reported on our ethnographic engagement with a community for autistic youth called "Autcraft." In Autcraft, we found community members using do-it-yourself (DIY) making activities to transform their Minecraft game into an array of assistive technologies which enhanced their everyday lives. Although centered around the Minecraft game platform, the Autcraft community spans across an array of other social media platforms - such as Twitter, Facebook, YouTube, and Twitch. The creative ethos we found flourishing in Autcraft shares a lineage with past scholarship highlighting how disabled individuals have long adopted, adapted, and appropriated systems in order to serve as assistive devices. Five years on, we take some time here to reflect on what has happened since and what we are looking towards for the future.

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Crossref · 10.1145/3507912.3507914

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  • There is an emerging body of work that involves neurodivergent adults in knowledge creation such as co-design and acknowledges the importance of neurodivergent perspectives in technology design.

    “However, there is an emerging body of work that involves neurodivergent adults in knowledge creation such as co-design and acknowledges the importance of neurodivergent perspectives in technology design [39, 64], such as a 2019 study, which relevantly investigated why existing digital time management tools remain inadequate for ADHD adults [29].”
  • Across HCI studies, there is a tendency to design systems that address perceived neurodivergent behaviours from an external viewpoint without adequately considering internal struggles.

    “Across a number of studies [9, 29, 30, 39, 54, 55, 64, 74, 81, 90, 93], there is a noticeable tendency to design systems that address perceived neurodivergent behaviours, often from an external viewpoint, without adequately considering the internal struggles experienced by neurodivergent individuals.”
  • The gap investigated by this work lies at the intersection of HCI work that actively involves neurodivergent subjects and literature investigating neurodivergent individuals in higher education and broad accessibility of universities and their systems.

    “The gap investigated by this work lies at the intersection of the mentioned HCI work which actively involves its neurodivergent subjects [21, 29, 39, 64, 64, 93], and the body of literature which investigates the experience of these neurodivergent individuals in higher education [4, 14, 15, 51, 57, 70], as well as work investigatigating the broad accessibility of universities and their systems [3,”
  • Designing for adoption or appropriation and identifying coping mechanisms used by neurodivergent individuals have emerged as effective strategies for creating more accessible digital spaces.

    “Designing for adoption or appropriation and identifying coping mechanisms used by neurodivergent individuals have emerged as effective strategies for creating more accessible digital spaces [64, 93].”

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Authors
Ringland, K. E., & Wolf, C. T.
Affiliations
University of California, Santa Cruz (US)
Venue
ACM SIGACCESS Accessibility and Computing
Published
2021-10
Issue
131
Pages
1-5
ISSN
  • 1558-1187 (ISSN-L)
  • 1558-2337
OpenAlex
W4200565043
Cited by
7
References
2
Citations by year
2025: 5 · 2024: 1 · 2023: 1
FWCI
0.82
Type
journal article
Language
en
Open access
closed
Locations
ACM SIGACCESS Accessibility and Computing (publishedVersion)
Topics
  • Health Sciences › Health Professions › Occupational Therapy › Assistive Technology in Communication and Mobility
  • Social Sciences › Human Factors and Ergonomics › Digital Accessibility for Disabilities
  • Social Sciences › Safety Research › Disability Rights and Representation
Keywords
assistive technology, autism spectrum disorder, Minecraft, autistic youth, game modification, disabled communities, social media, creative appropriation, assistive technology design

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