Knowledge Base Repository

In addition to research papers, the Design Society is developing several valuable resources for those interested in the study of design. These include a repository of PhD theses, a library of case studies and transcripts of design activities, and an archive of our newsletters. Please note that these resources are accessible exclusively to Design Society members.

BEYOND MY SIGHT: DESIGNING INCLUSIVE TOOLS AND REDESIGNING GAMIFIED VR ACTIVITIES FOR VISUAL IMPAIRMENT

Gonzalez Almaguer, Carlos Alberto; Etxabe Antia, Amaia; Saavedra Gastelum, Veronica; Frias Reid, Natalia; Vazquez Esquivel, Ruben


Type:
Year:
2026
Editor:
Buck, Lyndon; Brisco. Ross; Bohemia, Erik
Author:
Series:
E&PDE
Institution:
Tecnologico de Monterrey; Universidad de Mondragon
Page(s):
517 - 522
DOI number:
ISBN:
978-1-912254-24-8
ISSN:
3005-4753
Abstract:
This research presents the findings of a collaborative study between the Tecnologico de Monterrey and the University of Mondragon concerning the inclusion of students with visual impairments (specifically low or no vision) in project evaluation and management education. The most recent research from this multidisciplinary team focused on the design and construction of functional prototypes. This research presents the results of the final product implemented with students in class The study first defined the scope of low vision and quantified the susceptible student population in Mexico. A review of existing institutional policies in both Spain and Mexico was conducted to identify and propose strategies to overcome the learning barriers faced by this group. The core of this work stems from practical experience gained in teaching students with low vision. Based on this experience, the research involved developing and adapting technology-based educational tools. These innovations include: The design of adaptive laboratories for students with visual impairments. The creation of specialized computing tools, such as an adapted slide rule. Integration of the Braille language into learning materials. The adaptation of Virtual Reality (VR) lessons and gamified simulators for project evaluation, making them accessible to students with visual impairments. Furthermore, a comprehensive literature review was conducted to analyze and synthesize current techniques and published tools for teaching this specific student demographic. This investigation provides both a practical framework and technological solutions to enhance the educational experience and ensure equitable access to complex subjects, such as project administration, for visually impaired students.
Keywords:

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