technology

OIPO Disability Abstracts: Gaming

Updated 4/28/2025

Anderson, S. L. (2017). The corporeal turn: At the intersection of rhetoric, bodies, and video games. Review of Communication, 17(1), 18-36. DOI: https://doi.org/10.1080/15358593.2016.1260762.

Through a critical literature review, this article examines the trend in game studies toward studying bodies, both of players and of characters, in communication scholarship. Specifically, first I discuss how the field of rhetoric has gradually become more familiar with studying games. Second, I map rhetorical studies’ involvement in materialism, specifically through the investigation of bodies. Third, I offer an extensive, though not exhaustive, review of how game studies has hitherto approached research regarding bodies. The article concludes by forecasting the future of game bodies and game studies with an eye toward Artificial Intelligence (A.I.) gaming, augmented reality, and virtual reality. This article argues that instead of creating a single, unifying theory of gaming bodies, games scholars should identify themes of bodies in games.

Anderson, S. L. (2023). Video game accessibility defined through advocacy: How the websites AbleGamers.org and CanIPlayThat.com use the word accessibility. Games and Culture Online First. DOI: https://doi.org/10.1177/15554120231170156.

This study investigates how the word “accessibility” is used in online news articles published by two video game-based disability advocacy organizations. AbleGamers is an accessibility and disability advocacy charity focused on improving the lives of people with disabilities through gaming. Can I Play That? publishes accessibility reviews of video games. Both organizations have news pages that publish disability and accessibility news. The study examines 50 news articles published by these organizations for how they use the word “accessibility.” The articles produced 105 instances of the word “accessibility.” The study finds nine themes for how “accessibility” is used. The study compares those uses and concludes by producing six pseudo-definitions for video game accessibility.

Anderson, S. L. (2024). Ability machines: What video games mean for disability [Digital Game Studies]. Bloomington: Indiana University Press.

Video games are both physically and cognitively demanding—so what does that mean for those with a disability or mental illness? Though they may seem at odds, Ability Machines illuminates just how vital video games are to understanding our bodies and abilities.

In Ability Machines, Sky LaRell Anderson shows us how video games can help us imagine what our abilities mean and how they engage us physically, behaviorally, and cognitively to envision our agency beyond limitations. On the surface, this can mean games provide power fantasies; more profoundly, games can fundamentally reshape cultural and personal understandings of mental health, illness, disability, and accessibility. Video games are indeed ability machines that produce a reimagined state of agency.

Featuring a comparative analysis of key video game titles, including Metal Gear Solid VWolfenstein II, Celeste, Devil May Cry 5Hellblade: Senua’s SacrificeHades, Nier: Automata, and more, Ability Machines tackles larger questions of ability and how our bodies relate to interactive media.

Anderson, S. L., & Johnson, M. R. (2021). Gamer identities of video game live streamers with disabilities. Information, Communication & Society Ahead-of-Print, 1-16.  https://doi.org/10.1080/1369118X.2021.1907433.

This study investigates the strategies video game streamers with disabilities employ to navigate their identity as gamers as it relates to their subject positions as persons with disabilities. Through an analysis of online videos featuring eight streamers with disabilities, this study reveals four themes around how streamers establish their identities regarding both disability and gaming: establishing gaming capital, acknowledging disability, gaming to overcome challenges, and feeling empowered to ‘inspire’. Our analysis discusses how the four themes coalesce around a co-constitutive identity of ‘disabled streamer’ that is unique from both gamer and disability identities yet informed by and negotiated through each of these in various ways. The study sheds light on the ongoing mutual creation and transformation of gaming and disability identities on the internet.

Anderson, S. L., & Schrier, K. (2021). Disability and video games journalism: A discourse analysis of accessibility and gaming culture. Games and Culture Online First. DOI: https://doi.org/10.1177/15554120211021005.

In this article, we conduct a discourse analysis of 60 articles to reveal themes that describe how games journalism reflects and constitutes understandings of disability and accessibility in gaming. First, we map prior research on media’s relationship to disability, as well as approaches to disability in game studies, including the introduction of two primary paradigms for addressing issues of accessibility in gaming. Second, the project reveals six thematic categories that describe how game journalism reflects and constitutes understandings of disability and accessibility in gaming: gamers with disabilities, portraying disability, game design, game controllers, discussing accessibility, and advocacy. Further comparison of the categories reveals four additional themes of discourses, namely, self-congratulations, fetishization, awareness as advocacy, and problem-solving. The article concludes with implications for the games industry, for theory, and for how the field of game studies can investigate disability.

Austin, J. (2021, December). “The hardest battles are fought in the mind”: Representations of Mental Illness in Ninja Theory’s Hellblade: Senua’s Sacrifice. Game Studies, 21(4). The International Journal of Computer Game Research, Game Studies Foundation. Supported by the Swedish Research Council (Vetenskapsrådet), The Joint Committee for Nordic Research Councils for the Humanities and the Social Sciences, Blekinge Institute of Technology, IT University of Copenhagen, and Lund University. Retrieved from: http://gamestudies.org/2104/articles/austin.

This paper explores the videogame Hellblade: Senua’s Sacrifice (Ninja Theory, 2017) through a disability studies lens in order highlight the unique challenges associated with representations of psychosis in fictional, immersive gameplay environments. Throughout this paper I employ close reading strategies to critically examine specific scenes from Hellblade that alternately subvert or uphold stereotypical representations of psychosis; furthermore, I acknowledge the largely positive effects of the designers’ collaboration with stakeholders in the mental health community. However, I note the difficulties associated with framing psychosis as a conventional disability in theoretical discourse and call for the continued collaboration between the humanities and the medical sciences to promote scholarship that does not inadvertently perpetuate stigmatizing tropes. Lastly, I also argue for an active divestment of the term “madness” in the humanities and note the potential for videogame studies to establish a scholarly standard for doing so.

Baker, M. M. (2022, October). The visual and narrative rhetoric of mental health in Gris. Journal of Gaming & Virtual Worlds, 14(3), 249-266. DOI: https://doi.org/10.1386/jgvw_00061_1.

Interdisciplinary game studies have long been fascinated by video games and their potential to improve mental health. Despite this interest, there is not yet a cohesive rhetorical framework to connect conversations about mental health with specific types of games. Following Waszkiewicz and Bakun’s (2020) call to adopt the term ‘cosy’ for games which inspire feelings of safety in players, encourage self-actualization and utilize soft aesthetics helps clarify discussions of the games suited to help improve mental health and allow players to process complex emotions. This article uses a close reading of the Nomada Studios game  to argue that considering cosiness when studying the connection between games, emotion and mental health will help researchers find a connection between game aesthetics and the types of psychological issues that a game can address effectively.

Baltzar, P., Hassan, L., & Turunen, M. (2024). Forced to choose silence: Social gaming with disabilities. Simulation & Gaming, 55(6), 1011-1031. DOI: https://doi.org/10.1177/10468781241259831.

Background

Socialization during gaming is an important aspect of gaming for people with and without disabilities. However, we know little about how gamers with disabilities play with others.

Aim

This study investigated the social gaming experiences of individuals with disabilities focusing on research questions 1) Who do people with disabilities play with?, and 2) How do people with disabilities communicate while gaming?

Method
We conducted a survey study which focused on experiences of gaming with disabilities. In total 92 responses were analyzed.

Results
The results suggest that gamers with disabilities play digital multiplayer games locally and online with friends, family, strangers, and people they know. The most used communication methods were speech, text, and built-in features. However, some were not communicating at all due to a lack of suitable communication methods. Furthermore, communication varied depending on if the gaming was happening online or locally, and depending on the gaming companions.

Discussion
The results align with previous research indicating that people with disabilities engage in gaming with friends, family, and strangers similar to any other gamer. However, there is a lack of studies on how people generally communicate in games, nonetheless, as speech and text communication methods are most commonly seen in games, we can assume that they are the most used communication methods for all gamers.

Limitations and Future Research
This study has limitations both related to the survey questions and the survey participants. We cannot be sure if all understood the questions in the same way, furthermore, most of the participants were experienced Finnish gamers with physical disabilities which could have skewed the results. Further research is necessary to address these limitations and broaden the scope of the study’s findings.

Conclusions
Based on the results, we argue that games should provide multiple means of communication to make social gaming more accessible.

Beeston, J., Power, C., Cairns, P., & Barlet, M. (in preparation). Characteristics and motivations of players with disabilities in digital games. York, UK & Charles Town, WV: Department of Computer Science Deramore Lane, University of York and The AbleGamers Charity.  Retrieved from: https://arxiv.org/ftp/arxiv/papers/1805/1805.11352.pdf.

In research and practice into the accessibility of digital games, much of the work has focused on how to make games accessible to people with disabilities. With an increasing number of people with disabilities playing mainstream commercial games, it is important that we understand who they are and how they play in order to take a more user-centered approach as this field grows. We conducted a demographic survey of 230 players with disabilities and found that they play mainstream digital games using a variety of assistive technologies, use accessibility options such as key remapping and subtitles, and they identify themselves as gamers who play digital games as their primary hobby. This gives us a richer picture of players with disabilities and indicates that there are opportunities to begin to look at accessible player experiences (APX) in games.”

Bierre, K., Chetwynd, J., Ellis, B., Hinn, D. M., Ludi, S., & Westin, T. (2019). Game not over: Accessibility issues in video games. San Francisco: Games Accessibility Special Interest Group, International Game Developers Association. Retrieved from: https://www.researchgate.net/publication/267403944_Game_Not_Over_Accessibility_Issues_in_Video_Games.

An issue that has been facing the game industry recently is the need to provide accessible games. There are various legal, financial, and ethical reasons for wanting more accessible games. This paper will examine the scope of the problem by reviewing the need for accessibility, the current state of the industry, and some proposed initiatives that we feel should start to occur in the near future. We also will look at case studies of several commercial games that have provided accessibility features.” (author’s abstract)

Boluk, S., & LeMieux, P. (2017). Blind spots: The Phantom Pain, The Helen Keller Simulator, and disability in games. In Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames. Minneapolis & London: University of Minnesota Press. DOI: https://doi.org/10.5749/9781452958354.

“…[this] chapter…examines the practices of blind players and the concept of disability in videogames. From Hideo Kojima’s Metal Gear Solid V: The Phantom Pain (2015), a graphic spectacle that begins with extensive cutscenes of a limping, hook-handed veteran, to the The Helen Keller Simulator (circa 2005), an unpopular Internet meme typically consisting of a black screen with no feedback, [this] chapter…considers metagaming in the context of critical disability studies. On one extreme, the hospitalized hero in The Phantom Pain allegorizes the hypertrophy of the graphics industry—his single eye standing in for single-point perspective and his hook hand recalling the limited articulation of a game controller. On the other extreme, The Helen Keller Simulator represents the atrophy of experimental games without gameplay—a failed simulation that cannot articulate the phenomenal experience of deaf and blind persons, but ultimately serves as a commentary on the impoverished representational capacity of videogames as a medium—the withoutness of all games. In contrast to the cinematic spectacle in The Phantom Pain and the minimal mechanics in The Helen Keller Simulator, [this] chapter…concludes with a discussion of alternative approaches to playing The Legend of Zelda: Ocarina of Time. Around the same time speedrunners like Narcissa Wright first experimented with temporal constraints in Ocarina of Time, Jordan Verner and Drew Wissler began developing metagaming practices through which both blind and blindfolded players navigate videogame spaces and invent new games according to alternate sensory economies. Rather than attempt to represent disability or make games more accessible, these practices reveal that there are always more ways to play” (n.p.).

Bozdog, M., & Galloway, D. (2020). Worlds at our fingertips: Reading (in) What Remains of Edith Finch. Games and Culture , 15(7), 789-808. DOI: https://doi.org/10.1177%2F1555412019844631.

Video games are works of written code that portray worlds and characters in action and facilitate an aesthetic and interpretive experience. Beyond this similarity to literary works, some video games deploy various design strategies that blend gameplay and literary elements to explicitly foreground a hybrid literary/ludic experience. We identify three such strategies: engaging with literary structures, forms, and techniques; deploying text in an aesthetic rather than a functional way; and intertextuality. This article aims to analyze how these design strategies are deployed in What Remains of Edith Finch to support a hybrid readerly/playerly experience. We argue that this type of design is particularly suited for walking simulators (or walking sims) because they support interpretive play through slowness, ambiguity, narrative, and aesthetic aspirations. Understanding walking sims as literary games can shift the emphasis from their lack of “traditional” gameplay complexity and focus instead on the opportunities that they afford for hybrid storytelling and for weaving literature and gameplay in innovative and playful ways.

Brown, M., & Anderson, S. L. (2020). Designing for disability: Evaluating the state of accessibility design in video games. Games and Culture. DOI:  https://doi.org/10.1177/1555412020971500.

This project evaluates the current state accessibility of video games, specifically in terms of designing for disability. We evaluate 50 games chosen for their sales data, critical reception, awards won, and other criteria to examine the widest possible sample of the most prominent games released in 2019. This approach to selecting games allows for identifying design trends as they emerge from the most widely played or influential games. The results highlight design pitfalls and innovations regarding accessibility in four key areas: auditory, visual, motor, and difficulty. As a feed-forward project, the aim is not simply to catalog what games include which accessibility features, a nearly impossible feat considering how varied the design features are, depending on the game. This report also attempts to point to future directions for how games can continue to innovate in accessibility.

Burrell-Kim, D. (2023, July). “Stuttering Matt”: Linguistic ableism and the mockery of speech impediments in video games. Game Studies, 23(2). The International Journal of Computer Game Research, Game Studies Foundation. Supported by the Swedish Research Council (Vetenskapsrådet), The Joint Committee for Nordic Research Councils for the Humanities and the Social Sciences, Blekinge Institute of Technology, IT University of Copenhagen, and Lund University. Retrieved from: https://gamestudies.org/2302/articles/burrellkim.

Language ideology and the representation of language in videogames has been largely neglected in the field of game studies; only recently have researchers begun to examine this crucial topic more. Recent studies (see Burrell-Kim, 2020a; Ensslin, 2010; Ensslin 2011; Goorimoorthee, Csipo, Carleton & Ensslin, 2019; Tarnarutckaia & Ensslin, 2019) have found that language and language users are often represented through stereotypes built on oppressive language ideologies that often result in real-world discrimination (Gee, 2015; Lippi-Green, 2012; MacSwan, 2018). Ableism has been a significant and growing research topic in game studies (e.g., Carr, 2014; Jerreat-Poole, 2020). Yet, no studies currently exist examining inequitable representations of language-related disabilities and speech impediments, which I will refer to as linguistic ableism. In real-life interactions and mainstream media, people with speech impediments are routinely misrepresented and discriminated against (Dolmage, 2018; Gayoso, 2018; Johnson, 2008; St Pierre, 2016). Thus, this study aims to explore how linguistic ableism occurs in mainstream roleplaying video games through the representation of speech impediments in Red Dead Redemption 2 (Rockstar Games, 2018), The Witcher 3: Wild Hunt (CD Project Red, 2015), Dragon Age: Origins (BioWare, 2009), Dragon Age II (Bioware, 2011), Dragon Age: Inquisition (BioWare, 2014), and Cyberpunk 2077 (CD Project Red, 2020). This study utilizes multimodal, medium-specific discourse analysis (Ensslin & Balterio, 2019; Hawreliak, 2018; Pérez-Latorre, Oliva & Besalú, 2017) to analyze video clips of characters with speech impediments collected from the selected games. A majority of the encounters with linguistic ableism indicate that speech impediments are most often used to signal a lack of intelligence in characters or are framed as a source of humor for players through mockery. As the first empirical examination of linguistic ableism in videogames, this study aims to both raise awareness of the ways in which language is often utilized for discrimination in videogame representation and highlight possibilities for the normalization of diverse voices in videogames.

Carr, D. (2014, December). Ability, disability and Dead Space. Game Studies, 14(2). The International Journal of Computer Game Research, Game Studies Foundation. Supported by the Swedish Research Council (Vetenskapsrådet), The Joint Committee for Nordic Research Councils for the Humanities and the Social Sciences, Blekinge Institute of Technology, IT University of Copenhagen, and Lund University. Retrieved from: http://gamestudies.org/1402/articles/carr.

This paper focuses on representations of able bodies and disability within Dead Space. The method used is textual analysis. The inquiry is shaped by two essays in particular: Williams’s screen studies account of ‘body genres’ (1999) and Snyder and Mitchell’s disability studies extension of Williams’s work (2006). In her essay, Williams describes the pleasurably excessive and spectacular aspects of body genres. Three instances of ‘excess’ in Dead Space are used to structure the analysis. These are (1) the abject bodies of the game’s undead monsters, (2) the colourful nature of the protagonist’s deaths and the uncertainty of his existence, and (3) the extravagant amount of gore and blood on offer. Through textual analysis, it is found that Dead Space represents the idea of disability as threatening, and able-bodied identity as conditional and precarious. Locales that are culturally associated with positivism and corporeal assessment (clinical and medical facilities) are tainted; contaminated by the intrusions of uncontrolled, excessive and abject bodies. It is argued that these aspects of the game contribute to the generation of sensations associated with generic horror, including fear, anxiety and dread. At the same time, the game offers players the opportunity to display attributes that are culturally associated with able bodied status, including accuracy, precision and control.

Carr, D. (2019). Methodology, representation, and games. Games and Culture, 14(7-8), 707-723. DOI: https://doi.org/10.1177/1555412017728641.

This article is about textual analysis, methodology, and representations (of bodies, identities and social groups) in digital games. The issues under consideration include textual analysis as procedure, the role of fragmentation in textual analysis, game ontology and the remit of textual analysis, and the role of the player-as-analyst in relation to subjectivity and embodied interpretation. These issues are discussed using a combination of game studies literature, film theory, and literary theory–and with reference to Deus Ex: Human Revolution (2011).

Carr, D. (2020). Bodies that count: Augmentation, community and disability in a science fiction game. In K. Allan & R. Cheyne (Eds.), Science Fiction, Disability, Disability Studies [Special Issue]. Journal of Literary & Cultural Disability Studies, 14(4), 421-436. DOI: https://doi.org/10.3828/jlcds.2020.28.

The article examines the overlaps between disability studies and digital game studies through an analysis of the science fiction digital game Deus Ex: Mankind Divided. Using an adaptation of Mitchell and Snyder’s work on disability and narrative prosthesis in literature, the power implied by erasure-by-metaphor is considered, as are issues of migration, appropriation, and the grotesque. By examining ability, disability, and tangibility in relation to the game’s rules, game-play, and narrative elements, this analysis demonstrates the relevance of disability theory to science fiction games.

Chakraborty, J. (2017). How does inaccessible gaming lead to social exclusion? In J. Lazar & M. A. Stein (Eds.), Disability, human rights, and information technology  [Pennsylvania Studies in Human Rights] (pp. 212-223). Philadelphia: University of Pennsylvania Press.

“Modern day video games provide great entertainment for the masses. From the latest first-person-shooter (FPS) games with ultra-high definition graphic engines to the most cutting-edge 3-D real-time-strategy (RTS) games, there is a video game for everyone. Or is there?” (p. 212).

Cockrum, C. (2024). Player’s preference and horror gaming: Accessibility and narrative equity in Naughty Dog’s The Last of Us Part II. In J. L. McDaniel & A. Wood (Eds.), Broadening the horror genre: From gaming to paratexts. London: Routledge. DOI: https://doi.org/10.4324/9781003406112-9.

The release of The Last of Us Part II revolutionized accessibility in gaming with its inclusion of over sixty accessibility options never used in video games prior to its release. These options modify the game for deaf, blind, or motor-impaired gamers and for those who experience motion sickness and color blindness through utilizing or eliminating various sensory interactions (sounds, visuals, haptic feedback through controllers, etc.) to create a space of inclusivity that allows players of all skill levels to experience the game in full. Alongside its many accessibility options, The Last of Us Part II deviates from typical zombie horror through its narrative use of the cordyceps fungus. The cordyceps integrates with the host through a multistage process, eventually turning the human completely into a fungal system. This chapter examines how The Last of Us Part II’s accessibility options and its creation of fungal zombies subvert typical horror tropes in video games. These features challenge typical characterizations of disability in horror, which often digress into flat presentations of disability as the grotesque or as moral metaphors. The Last of Us Part II, through its in-depth accessibility options, creates equity among gamers, and its refusal to co-opt disability in its creation of the monstrous inhibits the formation of narrative prosthesis, presenting a narration of horror that draws upon innate humanity of each player without creating “the Other.”

Crooks, H. R., & Magnet, S. (2018). Contests for meaning: Ableist rhetoric in video games backlash culture. In A. Day & K. Nielsen (Eds.), Re-Reading, Re-Imagining, and Re-Framing [Theme Issue]. Disability Studies Quarterly, 38(4).  DOI: http://dx.doi.org/10.18061/dsq.v38i4.5991.

An increasing number of video games focus on empathetic identification across difference. Since the mid-2000s, games that encourage catharsis and immersive engagement with trauma range from the personal as in That Dragon, Cancer (2014), in which players experience what it is like to parent a terminally ill child to geopolitical struggles as in Peacemaker (2007) which encourages player empathy for both sides of the Israeli-Palestinian Conflict. These games are rapidly gaining in popularity and commercial backing. As more games focus on issues of social justice, the backlash against these concerns among a vocal segment of the gaming community is increasing in frequency and intensity. A branch of the men’s rights movement has focused on video games aimed at understanding difference, and has attracted attention suggesting that all those advocating for social justice in games (dubbed Social Justice Warriors) should be understood to have narcissistic personality disorder (NPD). We argue that these claims to NPD need to be understood as a form of structural ableism mobilized by the men’s rights movement. In doing so, we argue that by situating the mental health labels evoked by current men’s rights’ activist rhetoric about feminist anti-racist interventions in game culture is a new form of the old practice of attaching mental health labels to people challenging social norms underpinning the dominant culture.

Csontos, B., & Heckl, I. (2025). The evolution of video game accessibility on Xbox consoles in the Far Cry game series. Universal Access in the Information Society. DOI: https://doi.org/10.1007/s10209-025-01208-4.

Video games are part of the culture and industry of the modern age. This form of entertainment is recreation for billions of people. It is important that people with disabilities are not partially or completely excluded from this form of entertainment. The accessibility of the content on websites and web applications is ensured by the Web Accessibility Guidelines (WCAG) and numerous directives. Unfortunately, the same cannot be said for video games. Currently, there are no uniform game accessibility guidelines accepted by both publishers and developers, and no directives to ensure compliance with the guidelines’ recommendations. In the course of our work, we developed a game accessibility evaluation method for the accessibility classification of games published on the Xbox console. We used this method to analyze the games in the Far Cry game series to see how they fulfil the Xbox Accessibility Guidelines (XAG) and other accessibility preferences. The analysis showed that the first parts of the game series had little or no support for accessibility, however, as time progressed, the number of features supporting accessibility increased significantly. Having identified the main problems, we have made a number of suggestions for game publishers and developers to increase the accessibility of video games.

Cullen, A. L. L., Ringland, K. E., & Wolf, C. T. (2018, April). A better world: Examples of disability in Overwatch. First Person Scholar [Feature Issue on Mad Crip Games]. Waterloo, ON: The Games Institute (GI) at the University of Waterloo in collaboration with IMMERSe, The Research Network for Video Game Immersion. Retrieved from: http://www.firstpersonscholar.com/a-better-world/.

“We interpret Overwatch characters as having a disability if they show signs of physical (e.g. amputation, low vision/sight) or psychosocial (e.g. autism, mood disorder) impairment. The impairments of Overwatch characters are interpreted as disabilities- that is, impairments that diminish their ability in the context of Western society. As evidenced by Overwatch gameplay and lore, however, these impairments are not necessarily disabling or remarked upon as disabilities in the social context of Overwatch” (n.p.).

DeAnda, M. A. & Straznickas, G. L. (2023). Undetectable Starting Points: Rethinking “Passing” in Level Design through Queerness, Disability, and Roxy’s Got Balls. In J. Malazita, C. O’Donnell, & E. LaPensée (Eds.), Critical Game Design [Special Issue]. Design Issues, 39(1), 27–41. DOI: https://doi.org/10.1162/desi_a_00704.

In this article, the authors tease out meritocracy from level design by comparing “passing” game levels with “passing” as performances for survival by marginalized peoples. We use HIV to demonstrate passing as a response from the intersections of queerness, race, and disability to inform heuristics for level design that tease out meritocratic design practices. We finish by illustrating our heuristics in action through Roxy’s Got Balls, an online drag queen bingo event.

Deckert, M., & Hejduk, K. W. (Eds.). (2024). User-centric studies in game translation and accessibility. New York: Routledge. DOI: https://doi.org/10.4324/9781032628677.

This innovative collection makes the case for a push within the discipline to adopt user-centric perspectives on translated video games and their corresponding accessibility features.

The volume demonstrates how audiovisual translation (AVT) and media accessibility (MA) involve decisions that can re-shape the gaming experience of players and other audiences. Contributions in the book outline this in two ways. First, they collectively provide an account of the prospects and challenges that come with user-centric scholarly inquiry in game translation and accessibility. Second, complementarily, they report on original studies and new, exciting findings while adopting the perspective of global users. Taken together, the collection serves as a call to action to systematically advance research eliciting variable types of input from users who take advantage of translation and accessibility services. Such research will facilitate a clearer understanding of how the particular decisions of translators and other relevant agents shape game reception.

This book will be of interest to scholars in both translation studies and video game research, as well as those interested in media accessibility and media studies more broadly.

The book is divided into two sections, “Prospects and challenges” and “User-centric studies.” Contents include the following contributions:

Doell, I. (2018, April 4). “Share melancholy thoughts”: Playing with mental illness in The Sims 4. First Person Scholar [Feature Issue on Mad Crip Games]. Waterloo, ON: The Games Institute (GI) at the University of Waterloo in collaboration with IMMERSe, The Research Network for Video Game Immersion. Retrieved from: http://www.firstpersonscholar.com/share-melancholy-thoughts/.

Provides an analysis of the video game The Sims 4 and how it misrepresents mental illness.

Dumont, A., & Bonenfant, M. (2023). Thinking inclusiveness, diversity, and cultural equity based on game mechanics and accessibility features in popular video games. In M. S. Jeffress, J. M. Cypher, J. Ferris, & J. A. Scott-Pollock (Eds.), The Palgrave Handbook of Disability and Communication. Cham: Palgrave Macmillan. DOI: https://doi.org/10.1007/978-3-031-14447-9_14.

Video games remain inaccessible for many players with disabilities. Limited knowledge, misconceptions and poor design choices hinder a large segment of the population from engaging in the cultural and social life video games provide. This chapter analyzes how developers of popular video games conceive inclusiveness, diversity of practices, and cultural equity through the design of game mechanics and accessibility features, as well as what video games reveal about the discursive and social context from which they emerge. Using a sociosemiotic methodological framework based on the Foucauldian concept of “discourse,” the authors analyze and discuss the implications of the mechanics and accessibility settings of the video games Celeste, Marvel’s Spider-Man: Miles Morales, and The Last of Us Part 2, as well as the paratexts surrounding their release.

E-collection ‘Special Issue on Video Games for Mental Health.’ (2019). JMIR Mental Health, 6(5). Retrieved from: https://mental.jmir.org/themes/722.

JMIR Mental Health is a peer-reviewed eHealth journal focusing on digital health and Internet interventions, technologies and electronic innovations (software and hardware) for mental health, addictions, online counselling and behaviour change.

This feature issue includes the following articles:

  • Using Computer Games to Support Mental Health Interventions: Naturalistic Deployment Study
  • Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games
  • The Potential of Game-Based Digital Biomarkers for Modeling Mental Health
  • Framing Mental Health Within Digital Games: An Exploratory Case Study of Hellblade

Ellis, K., Leaver, T., & Kent, M. (Eds.). (2022). Gaming disability: Disability perspectives on contemporary video games (1st ed.). New York: Routledge. DOI: https://doi.org/10.4324/9780367357153.

This book explores the opportunities and challenges people with disabilities experience in the context of digital games from the perspective of three related areas: representation, access and inclusion, and community.

Drawing on key concerns in disability media studies, the book brings together scholars from disability studies and game studies, alongside game developers, educators, and disability rights activists, to reflect upon the increasing visibility of disabled characters in digital games. Chapters explore the contemporary gaming environment as it relates to disability on platforms such as Twitch, Minecraft, and Tingyou, while also addressing future possibilities and pitfalls for people with disabilities within gaming given the rise of virtual reality applications, and augmented games such as Pokémon Go. The book asks how game developers can attempt to represent diverse abilities, taking games such as BlindSide and Overwatch as examples.

A significant collection for scholars and students interested in the critical analysis of digital games, this volume will be of interest across several disciplines including game studies, game design and development, internet, visual, cultural, communication and media studies, as well as disability studies.

Escobar-Lamanna J. C. (2024). “You’ve got to put in the time”: Neoliberal-ableism and disabled streamers on Twitch. In B. Haller & J. Preston (Eds.), Exploring Disability in the Digital Realm [Special Issue]. Societies, 14(6), 75. DOI: https://doi.org/10.3390/soc14060075.

This concept paper builds upon nascent research analyzing disability and the practice of videogame livestreaming on Twitch.tv. While a growing amount of scholarship analyzes the structure and organization of Twitch as a platform more broadly, with some attending to the platform’s marginalization of women and BIPOC streamers, few studies investigate the challenges that Twitch’s features and structures present to disabled streamers. This paper addresses this gap in the literature, considering the ways in which Twitch offers disabled streamers unique economic and community-building opportunities through its monetization and identity tag features while simultaneously presenting barriers to disabled streamers through these very same features. Utilizing a critical disability studies perspective and drawing upon forum posts made by disabled streamers and interviews with disabled streamers from online gaming news websites, I argue that Twitch reifies forms of neoliberal-ableism through its prioritizing of individual labour, precarious forms of monetization that necessitate cultures of overwork and ‘grinding’, and targeted harassment, known as hate raids, against disabled and other marginalized streamers to ultimately create a kind of integrative access where disability is tolerated but not valued.

Farris, A. (2020). The player and the avatar: Performing as other. Storytelling, Self, Society, 16(2), 177–199. DOI: https://doi.org/10.13110/storselfsoci.16.2.0177.

This article considers the ethics of identity play in game worlds. Although previous scholarship has examined the ways in which race, gender, and sexuality operate in game worlds, there has been a lack of attention to the way that disability identity also functions in these spaces. Seeking to highlight this omission as well as encourage disability-rights activists to rethink their long-standing opposition to simulation, the author of this article conducted a survey with sixty gamers of diverse backgrounds. This article shares the results of this survey as well as recommendations for future research on the ethics of avatar performances.

Fawcett, C., & Kohm, S. (2020). Carceral violence at the intersection of madness and crime in Batman: Arkham Asylum and Batman: Arkham City. Crime Media Culture, 16(2), 265-285. DOI: https://doi.org/10.1177/1741659019865298.

The action-adventure video games Batman: Arkham Asylum (2009) and Batman: Arkham City (2011) draw on familiar comic book narratives, themes and characters to situate players in a world of participatory violence, crime and madness. In the first game, the player-as-Batman is situated in Arkham Asylum, a high-security facility for the criminally insane and supervillains that also temporarily houses a general population of prisoners from Blackgate Penitentiary. The elision of criminality and mental illness becomes amplified in the second game with the establishment of Arkham City, a combined facility that conflates asylum and prison, completely dissolving any distinction between crime and madness. We draw on Rafter’s conceptual framework of popular criminology to seriously interrogate the representation of violence, crime and madness in these games. More than simply texts offering popular explanations for crime, the games directly implicate the player in violence enacted upon the bodies of criminals and patients alike. Violence is necessary to move the action of the game forward and evokes a range of emotional responses from players who draw from personal experience and other cultural and media representations as they navigate the game. We argue that while the game celebrates violence and the brutal conditions of incarceration, it also offers possibilities for subversive and critical readings. While working to affirm assumptions about crime and mental illness, the game also provides a visceral and visual critique of excessive punishment by the state as a source of injustice for those deemed mad or bad.

Ferrari, M., McIlwaine, S. V., Jordan, G., Shah, J, L., Lal, S., & Iyer, S. N. (2019). Gaming with stigma: Analysis of messages about mental illnesses in video games. JMIR Mental Health, 6(5). DOI: https://doi.org/10.2196/12418.

Background: Video game playing is a daily activity for many youths that replaces other media forms (eg, television); it serves as an important source of knowledge and can potentially impact their attitudes and behaviors. Researchers are, thus, concerned with the impact of video gaming on youth (eg, for promoting prosocial or antisocial behavior). Studies have also begun to explore players’ experience of gameplay and video game messages about violence, sexism, and racism; however, little is known about the impact of commercial video games in the sharing and shaping of knowledge, and messages about mental illness.

Objective: The aim of this review was to identify how mental illness, especially psychosis, is portrayed in commercial video games.

Methods: We performed keyword searches on games made available between January 2016 and June 2017 on Steam (a popular personal computer gaming platform). A total of 789 games were identified and reviewed to assess whether their game content was related to mental illness. At the end of the screening phase, a total of 100 games were retained.

Results: We used a game elements framework (characters, game environment/atmosphere, goals, etc) to describe and unpack messages about mental health and illness in video games. The majority of the games we reviewed (97%, 97/100) portrayed mental illness in negative, misleading, and problematic ways (associating it with violence, fear, insanity, hopelessness, etc). Furthermore, some games portrayed mental illness as manifestations or consequences of supernatural phenomena or paranormal experiences. Mental illness was associated with mystery, the unpredictable, and as an obscure illness; its treatment was also associated with uncertainties, as game characters with mental illness had to undergo experimental treatment to get better. Unfortunately, little or no hope for recovery was present in the identified video games, where mental illness was often presented as an ongoing struggle and an endless battle with the mind and oneself.

Conclusions: The game elements of the identified commercial video games included mental illness, about which many perpetuated well-known stereotypes and prejudices. We discuss the key findings in relation to current evidence on the impact of media portrayals of mental illness and stigma. Furthermore, we reflect on the ability of serious video games to promote alternative messages about mental illness and clinical practices. Future research is needed to investigate the impact that such messages have on players and to explore the role that video games can play in fostering alternative messages to reduce the stigma associated with mental illness.

Flynn, S. M., & Lange, B. S. (2010). Games for rehabilitation: The voice of the players. In Proc. 8th Intl Conf. Disability, Virtual Reality & Associated Technologies, Viña del Mar/Valparaíso, Chile, 31 Aug. – 2 Sept. 2010  (pp. 185-194). Highland Park, NJ: International Society for Virtual Rehabilitation. Retrieved from: http://www.icdvrat.org/2010/index2010.htm.

The purpose of this study is to explore the use of video games from the perspective of the disabled player. Over 150 participants responded to an online survey exploring the use of video games for rehabilitation. The respondents represented 9 countries throughout the world. The survey consisted of questions regarding subject demographics, living situation, activities of daily living assistance requirements, use of assistive devices, and computer use. Other questions addressed the responders’ disability. Video game play experience, activity, game play, controller use and accessibility are addressed. Questions regarding the use of currently available off the shelf video games in rehabilitation are explored. Lastly, we surveyed the future of video games and how they can be improved for rehabilitation and leisure enjoyment. The results of this survey are presented. In general, individuals with disabilities enjoy playing video games and play video games often. However, players with disabilities would appreciate educating the game industry about disabilities and how to makes games with a more ‘universal game design.’”

Fordham, J., & Ball, C. (2019, April). Framing mental health within digital games: An exploratory case study of Hellblade. JMIR Ment Health, 6(4). DOI: https://doi.org/10.2196/12432.

Background: Researchers and therapists have increasingly turned to digital games for new forms of treatments and interventions for people suffering from a variety of mental health issues. Yet, the depiction of mental illness within digital games typically promotes stigmatized versions of those with mental health concerns. Recently, more games have attempted to implement more realistic and respectful depictions of mental health conditions. Objective: This paper presents an exploratory analysis of a contemporary game that has the potential to change the way researchers, practitioners, and game designers approach topics of mental health within the context of gaming. Methods: A case study of Hellblade: Senua’s Sacrifice was conducted using frame analysis to show how key design choices for this game present the potential for new ways of approaching games and mental health. Results: A case study of Hellblade’s development shows how research-informed collaborative design with mental health practitioners, scientists, and individuals with mental health problems can lead to a realistic depiction of mental illness in games. Furthermore, the use of frame analysis demonstrates how to harness narrative, mechanics, and technology to create embodied experiences of mental health, which has the potential to promote empathetic understanding. Conclusions: This paper highlights an exemplary case of collaborative commercial game design for entertainment purposes in relation to mental health. Understanding the success of Hellblade‘s depiction of psychosis can improve serious games research and design. Further research must continue to provide deeper analysis of not only games that depict mental illness, but also the design process behind them.

Forlano, L. (2016, March). Hacking the feminist disabled body. In S. Bardzell, L. Nguyen, & S. Toupin (Eds.), Issue #8: Feminism and (un)hacking [Special Issue].  Journal of Peer Production.  Retrieved from: http://peerproduction.net/issues/issue-8-feminism-and-unhacking-2/peer-reviewed-papers/issue-8-feminism-and-unhackingpeer-reviewed-papers-2hacking-the-feminist-disabled-body/.

This article develops feminist understandings of hacking the body through a personal engagement with the socio-technical systems that are used to manage chronic disease and disability. Drawing on science and technology studies along with feminist studies about the mediated body, this essay develops a feminist understanding of hacking through an ethnographic account of the first several years of living as a Type 1 diabetic with an insulin pump and continuous glucose monitor. In particular, I will describe the ways in which these devices discipline everyday activities including: the tensions of being embedded with competing proprietary systems: the ways in which I disobey the devices and they disobey me; the ways in which we collaborate; the invisible labor required to navigate everyday life; and, the ways in which this experience challenges and extends notions of what it means to be human during a time of networked things and bodies. This critical analysis of the embodied experience of using and becoming part of a network of medical technologies serves to complicate the revolutionary claims about hacking and technology. Instead, they bring to life the ways in which these technologies reconfigure definitions around what it means to be human, enable unique socio-cultural hacking practices even among mundane activities in everyday life, reshape the boundaries between public and private, allow for failure, and create new kinds of bodily labor. Through this analysis, I argue that a feminist hacker ethic(s) features the disabled body (along with all of its features and bugs) as an important site of socio-technical engagement.

Furini, M., Mirri, S, & Montangero, M. (2019). Gamification and accessibility. In Proceedings for the 16th IEEE Annual Consumer Communications & Networking Conference (CCNC), 11-14 January 2019, Las Vegas, NV. Los Alamitos, CA: IEEE Computer Society Conference Publishing Services (CPS).  https://ieeexplore.ieee.org/document/8651750

Many different environments are looking at gamification to improve education, business, tourism, smart-cities management, etc. Despite its popularity, and despite the availability of many studies that propose approaches to transform a non-game activity into a game, a gamification strategy guideline is missing. Usually, the proposed methods are too general to be effective (e.g., simple rules, incentive mechanisms such as scores or vague prizes). In a society where algorithms personalize everything, and where people with different impairments (either technological or physical) are present, it is important to also understand peoples preferences in terms of games. In this paper, through a questionnaire filled by 22 people, we show that the game preferences (rules, mechanics, focus, motivations, and gaming environment) are assistive-technology dependent. These preferences can be used to customize the gamification process and therefore the study might be helpful to develop effective gamification strategies.

Gallagher, R. (2018, September). Minecrafting Masculinities: Gamer Dads, Queer Childhoods and Father-Son Gameplay in A Boy Made of Blocks. Game Studies, 18(2). The International Journal of Computer Game Research, Game Studies Foundation. Supported by the Swedish Research Council (Vetenskapsrådet), The Joint Committee for Nordic Research Councils for the Humanities and the Social Sciences, Blekinge Institute of Technology, IT University of Copenhagen, and Lund University. Retrieved from: http://gamestudies.org/1802/articles/gallagher.

Keith Stuart’s 2016 novel A Boy Made of Blocks tells the story of dad Alex and son Sam. Both characters are grappling with what it means to be(come) a man: where Sam’s autism casts doubt on his capacity to lead a ‘normal’ adult life, Alex’s personal and professional issues have shaken his sense of his own masculinity. The pair find relief in Minecraft (Persson and Mojang, 2011), discovering that the game offers a space where they can learn more about one another while rehearsing strategies for dealing with the problems they face. In its portrayal of a father-son relationship mediated via a videogame, Stuart’s novel testifies to the increasingly important role games play in contemporary discourses of gender, ability, education and parenting. Drawing on Kathryn Bond Stockton’s work on gaming and queer childhood, and on discussions of development and temporality from queer theory, crip theory and disability studies, this article interprets A Boy Made of Blocks as an attempt to imagine modes of masculine identity that depart from normative understandings of ‘manliness’ while eschewing the juvenility, solipsism and ‘toxic’ prejudice long seen as hallmarks of geek and gamer masculinities. Ultimately, however, the developments Stuart’s protagonists undergo are more about accommodating themselves to the cultural changes wrought by post-Fordism than they are any radical reimagining of masculinity. While this failure is disappointing, it also underlines the important role that game studies has to play, not merely in charting the course of gaming culture’s development, but in illuminating what has been happening, in recent decades, to the very concept of ‘growing up’.

Gaming and disability: Fun and function. (2018). reSearch, 14(1). Landover, MD: National Rehabilitation Information Center (NARIC). Retrieved from: https://naric.com/?q=en/publications/volume-14-issue-1-gaming-and-disability-fun-and-function.

“In this edition of reSearch, we explore the topic of video games, including online and virtual games, as leisure and/or rehabilitation tools for individuals with disabilities” (n.p.).

Gandolfi, E., Ferdig, R. E., & Calabria, K. (Eds.). (2018, July). Digital games for special needs: Special needs for digital games [Special Issue].  G|A|M|E: The Italian Journal of Game Studies Issue 7. Collaboration of Ludica, Film Forum at the Università Degli Studi di Udine, and Dipartimento di Storia, Beni Culturali e Territorio at Università degli Studi di Cagliari. Retrieved from: https://www.gamejournal.it/issues/game-n-7-2018/

“The goal of this special issue is to provide insights and guidelines for realizing and responding to this potential. The five articles collected address several aspects of the interplay between digital games and individuals with special needs. Aside from their topical differences, these contributions seem to share an underlying value given to the inclusion of individuals with disabilities in the world of gamers. The authors also collectively recognize the fact that games should be created with affordances that allow for universal access” (n.p.).

Gardner, D. L., Boyd, L., & Gardner, R. T. (2024). Piecing Together Performance: Collaborative, Participatory Research-Through-Design for Better Diversity in Games. In IEEE Transactions on Games. DOI: https://doi.org/10.1109/TG.2023.3349369.

Digital games are a multi-billion-dollar industry whose production and consumption extend globally. Representation in games is an increasingly important topic. As those who create and consume the medium grow ever more diverse, it is essential that player or user-experience research, usability, and any consideration of how people interface with their technology is exercised through inclusive and intersectional lenses. Previous research has identified how character configuration interfaces preface white-male defaults [39, 40, 67]. This study relies on 1-on-1 play-interviews where diverse participants attempt to create “themselves” in a series of games and on group design activities to explore how participants may envision more inclusive character configuration interface design. Our interview findings describe specific points of tension in the process of creating characters in existing interfaces and the sketches participant-collaborators produced challenge the homogeneity of current interface designs. This project amplifies the perspective of diverse participant-collaborators to provide constructive implications and a series of principles for designing more inclusive character configuration interfaces, which support more diverse stories and gameworlds by reconfiguring the constraints that shape those stories and gameworlds.

Gibbons, S. (2013, October 9). Playing for transcendence: Deus Ex: Human Revolution and disability. First Person Scholar. Waterloo, ON: The Games Institute (GI) at the University of Waterloo in collaboration with IMMERSe, The Research Network for Video Game Immersion. Retrieved from: http://www.firstpersonscholar.com/playing-for-transcendence/.

My commentary takes up the relationship between transhumanism and gaming in Human Revolution. I discuss narrative support for and against transhumanism, and argue that theories of posthumanism offer another area of inquiry with respect to embodiment. I suggest that as the game explores how technology changes our understanding of human ability, it also points toward how disability does not consist of a set of deficiencies, but is instead shaped by environments. Finally, I contend that the game’s inaccessibility is instructive for considering its imbrication in a culture of difficulty that valorizes overcoming the body.

Gibbons, S. (2015). Disability, neurological diversity, and inclusive play: An examination of the social and political aspects of the relationship between disability and games. In Game Studies in Media Res [Special Issue]. Loading… The Journal of the Canadian Game Studies Association, 9(14), 25-39. Retrieved from: http://journals.sfu.ca/loading/index.php/loading/issue/view/14.

This article explores existing connections between disability studies and game studies and suggests how the two fields might greater inform each other. While existing research explores the use of games to reduce pain and achieve rehabilitative goals, new research on games from a disability studies perspective can also consider the persuasive messages that games advance about disability, and how these messages affect questions of identity, inclusion, and acceptance. By arranging the relationship between disability and games into four topics – therapeutic and educational tools, game simulations, accessible features and controls, and narrative inclusion and identification – this article explores, attempts to address, represent, and simulate autism in digital games. It focuses on Auti-Sim (2013), a simulation exercise, and To the Moon (2011), an adventure role-playing game. Drawing on the writings of autistic activists and existing scholarship on disability simulations, the author considers how these games may influence the player’s understanding of autism at social and political levels, and how these artifacts engage with the overarching goals of disability inclusion and autism acceptance.

Hart, D. M. (2021). Beyond normative gaming: Cripping games and their fandoms. Unpublished doctoral dissertation, Miami University. http://rave.ohiolink.edu/etdc/view?acc_num=miami161822794824977.

In this project, which is situated at the intersections of disability studies, video game studies, and fan studies, I argue that disability is an integral part of video games and their communities of fans. Contrary to the misconception that digital spaces are technoutopias that foster equality through anonymity and virtual disembodiment, digital spaces tend to magnify bodymind differences and perpetuate systems of oppression. This is especially true in terms of disability, race, and gender. Disability has always been present in video games, but not necessarily in a positive way. The inaccessibility of games and related cultures exists both in terms of physical inaccessibility and cultural inaccessibility, the latter referring to the discouragement of marginalized individuals from playing video games and participating in gaming cultures. The inaccessibility of games has had a direct and reciprocal effect on representation in games, as characters who are not white, male, straight, and able-bodied/minded are often absent or negatively depicted. Gameplay is often normative and does not encourage the player to experience alternate ways of being. I refer to non-normative forms of gameplay as cripping a game in homage to Bonnie Ruberg’s notion of queering a game. I focus specifically on crip temporality in video games as it is related to mental illness, or mad time. Negative stereotypes of mental illness abound in video games; as a counterpoint, I analyze games that alter the player’s experience with time in a way that does not stigmatize madness. In the two final chapters, I blend a qualitative reception study of fan reactions to the Dishonored series with an analysis of video game fanworks, i.e., creative works made by fans about existing media. I analyze disability-related mods that fall into three broad categories: 1) mods that add accessibility options to video games, 2) mods that improve the representation of disabled characters, and 3) mods that alter the way a game functions to crip the gameplay experience. I conclude with a reflection on how events in 2020, including the COVID-19 pandemic and Black Lives Matter protests, have intersected with the topics of this dissertation.

Hassan, L. (2023). Accessibility of games and game-based applications: A systematic literature review and mapping of future directions. New Media & Society. DOI: https://doi.org/10.1177/14614448231204020.

Digital game technologies, that is, games and emerging game-based applications, are pervasively spread in society as a means of entertainment, education and exercise, amongst other uses. With this popularity, attention has been directed towards the accessibility of these technologies to people with disabilities to ensure equity, equal access to opportunities and realize earnings from a significant customer group. This study investigates: How is the attention of academic game accessibility research divided across game technologies, disability categories and use domains? And where is attention needed? To answer these questions, I conducted a review of research (162 manuscripts) on game technologies’ accessibility published between 2016 and 2020, inclusive. The reviewed literature appears to have a utility focus (e.g. on education and health management) that relatively de-emphasizes the importance of game accessibility for entertainment or fun purposes. Auditory, motor and mobility disabilities, and emerging gamification, exergames, virtual reality (VR) and augmented reality (AR) are especially under researched in the academic domain.

Haukaas, D. (2024). Disability identity in simulation narratives [Literary Disability Studies]. Cham: Palgrave Macmillan Cham. DOI:  https://doi.org/10.1007/978-3-031-44482-1.

Disability Identity in Simulation Narratives considers the relationship between disability identity and simulation activities (ranging from traditional gameplay to more revolutionary technology) in contemporary science fiction. Anelise Haukaas applies posthumanist theory to an examination of disability identity in a variety of science fiction texts: adult novels, young adult literature and comics, as well as ethnographic research with gamers. Haukaas argues that instead of being a means of escapism, simulated experiences are a valuable tool for cultivating self-acceptance and promoting empathy. Through increasingly accessible technology and innovative gameplay, traditional hierarchies are dismantled, and different ways of being are both explored and validated. Ultimately, the book aims to expand our understandings of disability, performance, and self-creation in significant ways by exploring the boundless selves that the simulated environments in these texts allow.

Henry, E. S. (2017). Reimaging disability in role-playing games. In E. Torner, E. L. Waldron, & A. Trammell (Eds.), Analog Game Studies [Vol. II] (pp. 93-96). Philadelphia: ETC Press.  https://analoggamestudies.org/2015/02/reimagining-disability-in-role-playing-games/.

“Role-playing games have a fraught relationship with disability. Take Numenera (2013) as an example: the game is set in a world where scientists have continued the project of eugenics, endeavoring to “perfect” the human form. This setting effectively erases disability from Numenera’s cyberpunk future. Here, disabled bodies are rendered invisible and therefore undesirable and unplayable. But while eugenics may lie far from the concerns of able-bodied designers, for disabled players, seeing eugenics succeed is not interesting. It is terrifying. Numenera, however, marks only one case where the problematic of disability in role-playing games is particularly clear. This essay analyzes the ways that disability is handled within the World of Darkness setting in order to articulate some common problems with the implementation of disability in role-playing games” (p. 93).

Hoffman, K. M. (2019). Social and cognitive affordances of two depression-themed games. Games and Culture, 14(7-8), 875-895. DOI: https://doi.org/10.1177/1555412017742307.

Video games can have a variety of intended and unintended effects on players, making the impacts of games and the role that individual design elements play in causing those impacts a valuable area of research. This study explored the social and cognitive effects on players of two “art games” (Depression Quest and Actual Sunlight) by analyzing player-generated discussion board posts, focusing on (1) what real-life social and cognitive effects the games had on players and (2) what elements of the games made the players consider them “good” or “bad” games. Players reported or demonstrated that the games led to understanding and empathy, self-evaluation, lessons learned, clinical discussion of depression, encouragement to others, a sense of community, and opening dialogue with friends and family. Discussions of game quality centered on realism, game endings and message, and player agency.

Holloway, C., Gerling, K., Power, C., Spiel, K., Barbareschi, G., Cox, A., & Cairns, P. (2019, October). Disability interactions in digital games: From accessibility to inclusion. In CHI PLAY ’19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 835–839). DOI: https://doi.org/10.1145/3341215.3349587.

Digital games are a hugely popular activity enjoyed for the diverse experiences and relationships that they offer players. In 2019, games are more accessible to an increasingly diverse audience of disabled players through both new gaming technology and in-game options that allow people to tune their experiences. As a significant cultural medium, it is also challenging perceptions of disability in how characters are depicted. In this workshop, we aim to understand better the research challenges in making games for and with disabled players. We explore opportunities in games and disability through the lens of the new Disability Interaction (DIX) manifesto.

Jerreat-Poole, A. (Ed.). (2018, March 14). Mad/Crip Games and play: An introduction [Feature Issue]. First Person Scholar. Waterloo, ON: The Games Institute (GI) at the University of Waterloo in collaboration with IMMERSe, The Research Network for Video Game Immersion. Retrieved from: http://www.firstpersonscholar.com/map-crip-intro/.

“I want this special issue to be the community I’ve never found, a gathering place for players and developers and writers who aren’t neurotypical, who aren’t able-bodied, who didn’t make it to the conference or game jam because the building was inaccessible or the forced socialization gave them panic attacks. I want this to be a queer Mad crip utopia. I want us to agree on how best to dismantle the ableist, racist, cis-hetero-patriarchy, those exploitative and painful hierarchies that make up the fabric of North American culture, of settler colonialism. I want us to like each other, support each other. I’m hungry for family” (n.p.).

Jerreat-Poole. A. (2020, February). Sick, slow, cyborg: Crip futurity in Mass Effect. Game Studies, 20(1).  Retrieved from: http://gamestudies.org/2001/articles/jerreatpoole.

This paper uses “cripping strategies” (Sandhal p. 149) to read game texts for disability representation, uncovering productive moments of tension and discomfort that disrupt the smooth story of hyper-able bodies performing extraordinary feats in the military science fiction (SF) trilogy Mass Effect (ME). In Disability Media Studies, Elizabeth Ellcessor and Bill Kirkpatrick call this practice “negotiation”: “how readers selectively attend to and interpret texts to form their own meanings from them” (p. 12). Following their example, I adopt “a disability perspective” which “is about decentering the physically and cognitively ‘normal’ character, the ‘normal’ viewer” (p. 140). Performing crip negotiation in my analysis of ME1-3, I explore the sick, slow, and cyborg moments that offer alternative futures for crip bodies, and interrogate the complex relationships between disability, culture, and technology. ME1-3 can be read as embodying what Alison Kafer terms “crip futurity” (2013, p. 21). Kafer explains that disabled bodies are cut out of all imagined futures or left behind as the neoliberal able-bodied pace of society rushes forward. Kafer insists that “I, we, need to imagine crip futures because disabled people are continually being written out of the future, rendered as the sign of the future no one wants” (p. 46). Turning to SF as a site to do this critical imagining, I look for futures in which technology has not eradicated disability but exists in a constellation of complex relationships with crip embodiments. In these futures disabled bodies exist alongside spaceships, Artificial Intelligence (AI), and particle beam weapons. Finally, I consider the intersections of gender, race, and disability, and how these identity positions impact access to futuristic technology and treatment as imagined in ME1-3.

Jerreat-Poole, A. (2022). Virtual Reality, disability, and futurity: Cripping technologies in Half-Life: Alyx. In D. Bolt (Ed.), Disability Futurity [Feature issue]. Journal of Literary & Cultural Disability Studies, 16(1), 59–75. DOI: https://doi.org/10.3828/jlcds.2022.4.

The article takes up Valve’s 2020 science fiction virtual reality (VR) game Half-Life: Alyx as a site through which to explore the complex relationship between bodies, technology, and disability. It discusses the way that VR inadvertently challenges both the fantasy of hyperable-bodiedness found in action-adventure, first-person shooter, and science fiction video games, and the myth of digital disembodiment—the idea that we can (and perhaps should desire to) transcend the physical body through digital avatars. Technology has an intimate relationship with pain, discomfort, and physicality, and this analysis of VR and Alyx foregrounds the messiness of embodied bionic encounters. Within the science fiction alternate reality of the game, technology plays a key role, often explicitly enhancing or augmenting the body. In an imaginative turn, the article takes up drones, gravity gloves, and the telephone headset as objects through which to fashion a more feminist and ethical future. Engaging in imaginative “criptastic hacking” (Yergeau in Hamraie and Fritsch 4), the article discusses potential ways of using technology as access aids, enacting a “cripped cyborg politics” (Kafer 106) and exploring the intimate relationships between organic and inorganic bodies.

Kamm, B., & Freudenthal, M. (Eds.). (2024). Exploring Access and Accessibility in Analog Role-Playing Games [Feature Issue]. Japanese Journal of Analog Role-Playing Game Studies, 5.

The fifth issue of the Japanese Journal of Analog Role-Playing Game Studies (JARPS) focuses on the fundamental themes of access and accessibility in table-top/table-talk (TRPG) and live-action (larp) role-playing games. This special issue explores the multifaceted barriers and opportunities for inclusivity, emphasizing the intersectionality of access to examine structural and experiential barriers in role-playing games. Access here refers to the right or ability to participate in gaming, regardless of identity or background, such as gender, race, or socioeconomic class. The concept of accessibility concerns the heterogeneous disability dimension of access, which intersects with the other dimensions, of course.

The contributions to this issue cover TRPGs as platforms for autistic social advocacy or how TRPGs support communication skills in afterschool programs for children with developmental disabilities. Others critique colonialist tropes in role-playing games or seek to reimagine calibration frameworks through Crip Theory, emphasizing the role of flexible pacing in TRPGs. Further contributions delve into adult education and empathy-building through inclusive game narratives or critically analyze emotional accessibility in role-playing games.

Collectively, this issue underscores the importance of moving beyond universalist notions of access and accessibility to embrace adaptive, inclusive design principles. By interrogating societal structures and biases in gaming, it invites readers to contribute to a dynamic dialogue about reshaping role-playing spaces for diverse global audiences. This issue serves as both a call to action and a springboard for future scholarship in the evolving field of analog role-playing game studies.

NOTE: Some contributions are only available in Japanese.

King, M., Marsh, T., & Akcay,  Z. (2022, January). A Review of Indie Games for Serious Mental Health Game Design. In B. Fletcher, M. Ma, S. GöbelJannicke, B. Hauge & T. Marsh (Eds.), Joint International Conference on Serious Games, JCSG 2021: Serious Games. Virtual Event, January 12–13, 2022, Proceedings [Lecture Notes in Computer Science Series Vol. 12945] (pp 138-152).

Mental health disorders present a global challenge being the largest contributor to non-fatal burden of disease. In fact, those who are experiencing symptoms of mental illness often wait ten years before seeking help. This is frequently due to help-seeking barriers such as stigma and cost. One way to combat help-seeking barriers is through increasing the mental health literacy of the public. This has been achieved successfully through digital delivery of mental health information and services, including serious games. Early research suggests that serious games are an effective tool for improving mental health literacy. However, factors such as poor-quality game design and research studies mean that developers face challenges when designing, developing, and analyzing serious games. To address these challenges this paper will provide an analysis of indie games that feature topics of mental health, trauma, and grief. Indie games share similarities to research environments, often being created by small teams on a limited budget. Even with these limitations they can tell impactful and emotional stories, making them a valuable source of inspiration for developers of serious mental health games.

King, M., Marsh, T., & Akcay,  Z. (2022, January). Using Indie Games to Inform Serious Mental Health Games Design. In B. Fletcher, M. Ma, S. GöbelJannicke, B. Hauge & T. Marsh (Eds.), Joint International Conference on Serious Games, JCSG 2021: Serious Games. Virtual Event, January 12–13, 2022, Proceedings [Lecture Notes in Computer Science Series Vol. 12945] (pp 153-166).

Mental health literacy (MHL) is an important 21st Century skill. Good MHL can help to reduce barriers to help-seeking by equipping the public with the knowledge needed to help themselves or someone experiencing a mental illness. One Australian-based organization that does this through a training course is Mental Health First Aid (MHFA) Australia. There are many digital interventions that aim to achieve this goal and serious games are no exception. Serious games have been identified as ideal for developing 21st Century skills, meaning MHL literacy is a promising candidate for serious games development. In fact, evidence suggest that serious games are effective as a tool for improving MHL. However, they often suffer from poor-quality game design, poor study design, high dropout rates, variability in studies and loss of motivation and engagement of players. This means that there are many challenges to consider when developing serious games. Here we describe our experiences in the development of a serious game prototype that utilizes the principles of MHFA. The aim of this development is to improve the confidence of players in delivering MHFA. Additionally, it aims to address the challenge of serious games quality by taking an artistic approach that combines narrative, aesthetics and mechanics using indie games for inspiration. There are many well-designed indie games that tell emotional and character driven stories of mental illness. They provide inspiration on the development of honest and relatable characters, which offer a positive representation of those experiencing a mental illness.

LeBlanc, A. (2024, September). Gothic gaming: The ill body and the haunted house in Kitty Horrorshow’s Anatomy. Game Studies, 24(3).

Kitty Horrorshow’s indie game Anatomy has received attention in public facing venues and is considered a haunted house cult hit, but the game is understudied in the scholarly realm. There is, however, a growing body of scholarship about how videogames and disability studies intersect. The haunted house functions as a synecdochical stand-in for the body and generates readings within disability and illness studies by drawing attention to a “reimagined state of agency” which is integral to videogames (Anderson, 2024, p. 4). This article argues that the game mechanics at work in Anatomy constitute a “destructive-creative iteration of Gothic access,” through the game’s use of found footage, first-person perspective and programmed failure, which can represent the flexible subjectivity of the chronically ill body (Herrero-Puertas, 2020, p. 347). I position Anatomy within definitions of the Gothic and Gothic games while providing an overview of gameplay. The following are areas of particular focus: shifting written and audio text within the game, distortions, crashes, glitches and the affective experience of discomfort for players through darkness, lo-fi graphics and the changing home scape. The game prompts affective and embodied experiences for the player which can be read through Adam Daniel and Peter Turner’s analyses of diegesis, found footage, first-person perspective, and programmed failure in horror. Finally, this article discusses Manuel Herrero-Puertas’ framework of Gothic access which posits that “haunted houses have and tell a story” — just as bodies have and tell stories — and I propose avenues for future study of the haunted house in videogames and the Gothic which might borrow from queer scholarship (2020, p. 340). Through the frameworks of Gothic access and bodily doubt, Anatomy helps us recognize that the body truly is our first experience of haunting while creating new avenues through which to think the unthinkable and play the unplayable.

Ledder, S. (2019). On dis/ability within game studies: The discursive construction of ludic bodies. In K. Ellis, R. Garland-Thomson, M. Kent, & R. Robertson (Eds.), Interdisciplinary approaches to disability: Looking towards the future [Vol. 2] (pp. 30-44). New York: Routledge.

“This chapter introduces the cultural model of dis/ability within critical disability studies. It argues how dis/ability is represented within different games by analysing audio-visual, narrative, ludic and simulation levels. The disregard towards dis/ability within the digital game industry can be traced back to the ableist hegemony. While in the game industry dis/ability mostly is no outspoken issue, there is one realm of game development where dis/ability is made relevant explicitly – human health and wellbeing. Within digital games different forms of dis/ability are produced, although most of these representations rely on the medical model. Digital games take part in the flexible normalism when they represent certain people with disability as normal – people who would be available as labour force. On the ludic level, we can analyse what the goal of a game is and what is expected from the player. Damage in most games is calculated as a subtraction from the value determined by health.”

Loewen, G., Cochrane, K. A., & Girouard, A. (2024). From Imagination to Innovation: Using Participatory Design Fiction to Envision the Future of Accessible Gaming Wearables for Players with Upper Limb Motor Disabilities. In Proceedings of the ACM on Human-Computer Interaction, 8(CHI PLAY), Art. 308, 1-30. New York: ACM. DOI: https://doi.org/10.1145/3677073.

The interest in enhancing video game interactions through wearable technology has grown, yet accessible gaming with wearables remains underexplored. This study employs participatory design fiction, enabling disabled gamers to envision a future with tailored gaming wearables while critiquing technology. We conducted a two-phase study. Phase one involved in-depth interviews with upper limb motor disability participants; we developed a fictitious gaming wearable by analyzing the data using reflexive thematic analysis. A smaller group iterated on the wearable in phase two to ideate on ideal futures with accessible gaming wearables. Using data and dialogic/performance analysis, we crafted a design fiction diegetic prototype as a tech review video. This research highlights disabled gamers’ unique needs and experiences around gaming wearables. It offers an innovative diegetic prototype for accessible gaming tech. Our methodological contribution merges narrative inquiry and dialogic/performance analysis in participatory design fiction research, providing a valuable approach for future studies.

Mancera, L., Baldiris, S., Fabregat, R, Gomez, S., & Mejia, C. (2017, July). aTenDerAH: A videogame to support e-Learning students with ADHD. In M. Chang, N. S. Chen, R. Huang, Kinshuk, D. Sampson, & R. Vasiou (Eds.), Proceedings of the 17th IEEE International Conference on Advanced Learning Technologies (ICALT 2017), IEEE Computer Society, Timisoaa, Romania (pp. 438-440). Los Alamitos, CA: IEEE Computer Society Conference Publishing Services (CPS).

“This paper presents aTenDerAH, a videogame designed to support e-Learning processes of young-adults students, especially those suffering from Attention Deficit Hyperactivity Disorder (ADHD). aTenDerAH was developed using Unity as the cross-platform game engine and development tool, Cinema 4D for creating models and animations in 3D, and Photoshop for creating textures to the 3D models. The videogame was integrated into the architecture of Atutor e-learning platform to carry out a case study of the perception of aTenDerAH from the point of view of a student suffering from ADHD, a student without this syndrome and a teacher. Participants agreed on being satisfied with the tool goals and the positive influence of the videogame in the learning process” (p. 438)

Mandryk, R. L., & Birk, M. V. (2019). The potential of game-based digital biomarkers for modeling mental health. JMIR Mental Health, 6(4). DOI: https://doi.org/10.2196/13485.

Background: Assessment for mental health is performed by experts using interview techniques, questionnaires, and test batteries and following standardized manuals; however, there would be myriad benefits if behavioral correlates could predict mental health and be used for population screening or prevalence estimations. A variety of digital sources of data (eg, online search data and social media posts) have been previously proposed as candidates for digital biomarkers in the context of mental health. Playing games on computers, gaming consoles, or mobile devices (ie, digital gaming) has become a leading leisure activity of choice and yields rich data from a variety of sources. Objective: In this paper, we argue that game-based data from commercial off-the-shelf games have the potential to be used as a digital biomarker to assess and model mental health and health decline. Although there is great potential in games developed specifically for mental health assessment (eg, Sea Hero Quest), we focus on data gathered “in-the-wild” from playing commercial off-the-shelf games designed primarily for entertainment. Methods: We argue that the activity traces left behind by natural interactions with digital games can be modeled using computational approaches for big data. To support our argument, we present an investigation of existing data sources, a categorization of observable traits from game data, and examples of potentially useful game-based digital biomarkers derived from activity traces. Results: Our investigation reveals different types of data that are generated from play and the sources from which these data can be accessed. Based on these insights, we describe five categories of digital biomarkers that can be derived from game-based data, including behavior, cognitive performance, motor performance, social behavior, and affect. For each type of biomarker, we describe the data type, the game-based sources from which it can be derived, its importance for mental health modeling, and any existing statistical associations with mental health that have been demonstrated in prior work. We end with a discussion on the limitations and potential of data from commercial off-the-shelf games for use as a digital biomarker of mental health. Conclusions: When people play commercial digital games, they produce significant volumes of high-resolution data that are not only related to play frequency, but also include performance data reflecting low-level cognitive and motor processing; text-based data that are indicative of the affective state; social data that reveal networks of relationships; content choice data that imply preferred genres; and contextual data that divulge where, when, and with whom the players are playing. These data provide a source for digital biomarkers that may indicate mental health. Produced by engaged human behavior, game data have the potential to be leveraged for population screening or prevalence estimations, leading to at-scale, nonintrusive assessment of mental health.

Marchisotto, J. (2019, May). Playing nothing: Games and cognitive difference in Murphy. Journal of Literary & Cultural Disability Studies, 13(2), 159-175. DOI: https://doi.org/10.3828/jlcds.2018.44.

In Murphy, Samuel Beckett uses games to undermine expectations of cognitive normativity. He aligns mental disability with play, re-contextualizing cognitive difference as an interactive process rather than a frightening Otherness. Informed by visits to mental hospitals and personal experience with psychoanalytic treatment, characters in Murphy often enter interdependent relationships that question their own subjectivities, exploring what it means to be recognized as mentally disabled. The article suggests Beckett uses games to unsettle logical narrative sequence and permit unanticipated results. The ludic framework emphasizes the features games share with non-normative epistemologies, or “cripistemologies.” Near the end of the novel Murphy plays chess with the schizophrenic Mr Endon, seeking equal recognition as mentally disabled. The game results in “Nothing,” a Nothing that is not a void but the feeling of an inarticulate something, the presence of which develops through playful exchange. This Nothing allows space for understandings of cognitive difference existing outside normative conventions, expanding considerations of mental disability through processes of exchange.

Martinez, J. J., Froehlich, J. E., & Fogarty, J. (2024). Playing on hard mode: Accessibility, difficulty, and joy in video game adoption for gamers with disabilities. Forthcoming in Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems (CHI ’24).

Video games often pose accessibility barriers to gamers with disabilities, yet there is no standard method for identifying which games have barriers, what those barriers are, and whether and how they can be overcome. We propose and explore three phases of the “game adoption process”: Discovery, Evaluation, and Adaptation. To advance understanding of how gamers with disabilities experience this process, the resources and strategies they use, and the challenges experienced, we conducted an interview study with thirteen gamers with disabilities with differing backgrounds. We then engage with existing theories of consequence-based accessibility, of difficulty, and of identity-based gaming to better understand how these processes manifest “access difficulty” and to characterize the experience of “disabled gaming.” Finally, we present design recommendations for game developers and distributors to better support gamers with disabilities in the game adoption process by engaging with community-made resources, supporting socially-created access, and creating customizable experiences with opportunities for unconventional play

McDaniel, J. L. (2024). Horror film tropes in tabletop games: Metadaptation, procedural rhetoric, and the “horror” of disability. In J. L. McDaniel & A. Wood (Eds.), Broadening the horror genre: From gaming to paratexts. London: Routledge. DOI: https://doi.org/10.4324/9781003406112-10.

This chapter offers a framework that combines Ian Bogost’s procedural rhetoric with Eckart Voigts-Virchow’s metadaptation. Using this framework, the chapter examines how the anti-ableist procedural rhetoric and tactics of metadaptation in tabletop horror games, such as Ravensberger’s Horrified and Accessible Games’ roleplaying game (RPG) Survival of the Able, lead players to question the moralistic history of the ways that films have depicted characters with disabilities: as monstrous, marginalized, and immoral due to their unfaithfulness to the norm. Finally, the chapter briefly discusses some tabletop gaming examples that repeat problematic tropes of disability from horror cinema due to their emphasis on fidelity.

Meinen, L. E. (2023). Share the Experience, Don’t Take it: Toward Attunement With Neurodiversity in Videogames. Games and Culture. DOI: https://doi.org/10.1177/15554120221149538.

Videogames increasingly focus on marginalized experiences such as neurodivergence. Specifically, the immersive and embodied aspects of videogames allow neurodivergent people to better explain their experiences. However, current research is limited to instrumentalization, by specifically looking for the therapeutic or educational benefits of videogames. I reflect on ethical questions that arise if we try to communicate the embodied experiences related to neurodiversity through videogames. I argue that videogames with the explicit goal to create empathy or care for neurodivergence can also be restrictive. Instead, I put forward attunement as an intersubjective and nonhierarchic mode of affective engagement with neurodiversity through gaming. An analysis of the videogames Unravel and Celeste helps me to illustrate what attunement in a videogame could look like. I conclude that better understanding neurodiversity through play, means “letting it be” instead of (re)shaping it to be easily consumable in videogames.

Meinen, L. (2024). Imagining neuroqueer futures: Crip time and care-ful connections in Night in the Woods. In J. F. Belmonte Ávila & E. Encarnación-Pinedo (Eds.), Unbound queer time in literature, cinema, and video games. London: Routledge. DOI: https://doi.org/10.4324/9781003399957-21. 

This chapter explores how the action-adventure game Night in the Woods helps players engage ethically with neurodivergence without ‘making them care’ in an oppressive manner. The video game offers an excellent case study on the potential role of videogames as a speculative medium to imagine neurodiversity-affirmative and disability justice-informed worlds. By turning to new materialist care ethics, the chapter argues that a care-ful approach is crucial if we want to use games to relate to another person’s lived experience and make sense of it. In this light, Maria Puig de la Bellacasa’s threefold definition of care is adopted to argue that NITW effectively includes each of these elements. Specifically, crip time functions as a way for players to make care-ful connections on the level of gameplay, storyline, and the ethico-political positioning of the game. The chapter explores the prominence of slowness and repetition in the video game and interprets them as neuroqueer affects. In the game, temporality functions as an affective structure that implicates the player in the task of building relationships both with Mae and through her with other characters. This offers an imperfect but imaginative exploration of what just disability futures might look like.

Meints, J., & Green, A. (2019, August). Representations of Disability and Player Agency in Borderlands 2. G|A|M|E: The Italian Journal of Game Studies Issue 8, 43-50. Collaboration of Ludica, Film Forum at the Università Degli Studi di Udine, and Dipartimento di Storia, Beni Culturali e Territorio at Università degli Studi di Cagliari. Retrieved from: https://www.gamejournal.it/representations-of-disability-and-player-agency-in-borderlands-2/.

This paper examines the first-person shooter Borderlands 2 through the lens of the social model of disability and rhetoric. Borderlands 2 encourages player agency while positioning the player within a visual rhetoric of disability. This combination of rhetoric and agency depicts disability as a social construct as opposed to the more common vision of disability as an innate flaw. This social model of disability within the game exists in tension with some ableist slurs and harmful stereotypes about disabled bodies also found in Borderlands 2. Nevertheless, Borderlands 2 models one approach how games can depict disability without positioning the disabled body as undesirable or grotesque.

Mejeur, C. (2023). Games as critical literature: Playing with transhumanism, embodied cognition, and narrative difference in SOMA. In T. Ghosal (Ed.), Global Perspectives on Digital Literature: A Critical Introduction for the Twenty-First Century. New York: Routledge. DOI: https://doi.org/10.4324/9781003214915-7.

Video games provide players with unique opportunities to play with identities and stories, and at times this narrative play can lead to new, potentially queer encounters with difference, embodiment, and humanity. This chapter explores SOMA (Frictional Games 2015) as a case study for narrative play and embodiment in games. A first-person, narrative game set in a post-apocalyptic world, SOMA tasks players with surviving and confronting themes of transhumanism, embodied cognition and identity, and the political costs of posthuman futures. SOMA exemplifies narrative difference in games and beyond––how we construct, play with, and experience our worlds differently.

Milligan, C. A. (2019, September). Immanent interbodies: Composing disability through embodied choragraphy. In P. Bratta & S. Sundvall (Eds.), Digital Technologies, Bodies, and Embodiments [Special Issue]. Computers and Composition, 53, 75-85. DOI: https://doi.org/10.1016/j.compcom.2019.05.006.

In this article, I argue that many praxes of composition stumble into pitfalls of ableism built into the default computer technologies that classrooms employ. Writing software and hardware writ large typically conflate the particularities of embodiment with the generality of “the body” equipped to succeed by standards of normalcy. Therefore, I propose a trajectory away from idealized interfaces, and toward immanent “interbodies,” which more fully account for embodiment’s contradictive mutabilities. Such work requires strategies for composing disability to draw attention to the embodied ways that many composition practices are performed in writing processes. Composing disability, I argue, makes our writing more like our bodies by subverting the standard use of writing technologies that construct classroom discourses. These praxes contribute to embodied choragraphy, which calls into question ableist pedagogies. Through wide citation of diverse scholarship and description of classroom exercises utilizing videogames and related media, this article challenges the fields’ commitment to computers and composition, and questions what versions of embodiment it finds value in.

Park, E., Chae, J., Eum, K., Choi, E., Oh, H., & Doh, Y. Y. (2025). Press start to continue: A thematic analysis of the iterative process of hardcore players with disabilities adapting to gameplay difficulties. In N. Yamashita, V. Evers, K. Yatani, & X. Ding (Eds.), Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems (CHI EA ’25), Art. 446, 1–7. New York: Association for Computing Machinery. DOI: https://doi.org/10.1145/3706599.3719723.

Playing video games can empower players with disabilities by providing them opportunities for connection, achievement, and cultural participation. However, as they continue playing, they need to devise alternative ways to access inaccessible game goals and manage social demands from multiplayer games. This study investigated how players with disabilities navigate these difficulties by analyzing interviews with five hardcore players with disabilities. The findings emphasize the critical role of available resources, including accessibility features, inclusive design supporting experimentation, and robust community support in enabling players to continue playing. To do so, players adapt to game difficulties through an iterative process of employing coping strategies using available resources. The findings highlight the importance of game environment, social, and cultural resources in supporting participants’ continued gameplay and provide related insights

Perry, P. (2023, December 20). Ctrl Shift: How Crip Alt Ctrl Designers Change the Game and Reimagine Access. DOI: https://doi.org/10.31219/osf.io/mahn5.

To being, this PhD covers a comprehensive literature review. The research embarked upon in this thesis delves into the intricate domain of game controllers, crip technology, and game design. Initially, the thesis scrutinizes the historical relationship between game controllers and Human- Computer Interaction (HCI), exploring the consequent impact on disability. This investigation also addresses the prevalent trope of the “technological cure” within the scope of HCI. Shifting the lens to User-Centered Design (UCD), the research delineates its evolution in the context of console game controller design. Given UCD’s evident shortcomings in producing universally accessible controllers, the research pivots to community-derived solutions. A deeper dive is taken into the inherent limitations posed by mental models in console controllers. This exploration further demystifies the often- misunderstood concept of affordance in UCD. The narrative then pivots to the transformative feats of crip hackers, prompting the reader to envision a future where such innovation is applied to game controllers. Delving into HCI, the thesis explores the notions of Embodiment and Entanglement with Crip HCI, questioning the feasibility of introducing activist affordances in controllers. This inquiry culminates in an analysis of Alt Ctrl games, assessing their potential to harmonize with procedural rhetoric, metaphor, and activism in the gaming realm. It maps both the history of Alt Ctrl Games and serves to create a working definition for the genre. This PhD’s practice based research delves into the design methodologies employed by crip designers in the creation of Alt Ctrl games, offering a distinctive perspective on game development. It begins with an introspective analysis of the researcher’s own practices as a disabled game practitioner, documenting the methods employed in their creative process. Building upon this personal exploration, the study extends to a collaborative framework where a group of disabled designers is paired with Alt Ctrl game developers. Utilizing an asynchronous participatory workshop model, the research probes into the shared practices and dynamics within these partnerships. Central to this study is the examination of how these collaborations, deeply rooted in the designers’ personal experiences and the boundaries posed by assistive technology, confront and challenge conventional co-design frameworks. It brings to light the necessity and potential of a Crip game design methodology, one that inherently incorporates disability considerations from the outset. This approach not only advocates for ethical game design but also aims to shift the gaming landscape, fostering more inclusive and accessible design processes for creating games.

Poetics of play. (2019, April). InVisible Culture: An Electronic Journal for Visual Culture (IVC) Issue 30. Rochester, NY:  University of Rochester, Graduate Program in Visual & Cultural Studies. Retrieved from: https://ivc.lib.rochester.edu/category/issues/current-issue/.

Scholarly articles and creative works that address the poetics and politics of video games.

Powers, G. M., Nguyen, V., & Frieden, L. M. (2015). Video game accessibility: A legal approach. Disability Studies Quarterly, 35(1).  DOI:  DOI: http://dx.doi.org/10.18061/dsq.v35i1.4513.

Video game accessibility may not seem of significance to some, and it may sound trivial to anyone who does not play video games. This assumption is false. With the digitalization of our culture, video games are an ever increasing part of our life. They contribute to peer to peer interactions, education, music and the arts. A video game can be created by hundreds of musicians and artists, and they can have production budgets that exceed modern blockbuster films. Inaccessible video games are analogous to movie theaters without closed captioning or accessible facilities. The movement to have accessible video games is small, unorganized and misdirected. Just like the other battles to make society accessible were accomplished through legislation and law, the battle for video game accessibility must be focused toward the law and not the market.

Raffety, E., & Insa-Iglesias, M. (2023). Re-imagining Christian education through neurodivergent fellowship, play, and leadership in online videogaming. In T. Hutchings (Ed.), Teaching with Games: Formative Gaming in Religion, Philosophy and Ethics [Special Issue]. gamevironments no. 19.  DOI: https://doi.org/10.48783/gameviron.v19i19.220.

From Fall 2020 to Spring 2022, the Center of Theological Inquiry, funded by a grant from the Templeton World Charity Foundation’s Diverse Intelligences Initiative and in collaboration with Glasgow Caledonian University in Scotland, created a Minecraft (2011) videogame prototype titled The Spiritual Loop. This videogame prototype was designed and developed for fostering spiritual growth and connection based on ethnographic research with neurodivergent persons and their Christian faith communities in the United States. Considering the lack of access disabled persons experience with respect to Christian communities in the US (Carter 2007), alongside the disproportionate emphasis on educational and therapeutic outcomes with respect to neurodivergent gamers (Spiel and Gerling 2021), our participatory fieldwork with neurodivergent players led us to emphasize the game’s opportunities for spiritual connection versus mastery of biblical content or Christian virtues.

This paper highlights two findings with respect to gaming and Christian education. First, despite the consistent emphasis on fostering Christian community and connection, neurotypical players frequently mistook the game’s goal as Christian education, whereas neurodivergent players readily appreciated the game’s fellowship potential. Second, neurodivergent players seamlessly assumed leadership roles in online game play, confirming the ability of online communities to transform theological hierarchies (Campbell 2012). Based on these findings, we suggest that a bifurcation in fellowship and education in traditional Christian formation reflects ableist biases. The flexible, playful environment presented in online gaming spaces offers critical opportunities for fostering fellowship between neurodivergent and neurotypical Christians, as well as untapped opportunities for neurodivergent leadership to flourish in reimagining more accessible environments for Christian education.

Ringland, K. E. (2017, May 30). Who has access? Making accessible play spaces in Minecraft for children with autism. Analog Game Studies [Online Journal].  Pittsburgh: Carnegie Mellon University.  Retrieved from: http://analoggamestudies.org/2017/05/who-has-access-making-accessible-play-spaces-in-minecraft-for-children-with-autism/.

“In this essay, I will explore how parents and children have worked together to create an accessible play space. Here, the physical and virtual have become inevitably intertwined as they have not only configured their physical access to the game, but also their software, virtual world, and social interactions” (n.p.).

Ringland, K. E. (2019, May). A Place to Play: The (Dis)Abled Embodied Experience for Autistic Children in Online Spaces. CHI ’19 Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland [Paper No. 288]. New York: ACM. Retrieved from: https://doi.org/10.1145/3290605.3300518.

Play is the work of children-but access to play is not equal from child to child. Having access to a place to play is a challenge for marginalized children, such as children with disabilities. For autistic children, playing with other children in the physical world may be uncomfortable or even painful. Yet, having practice in the social skills play provides is essential for childhood development. In this ethnographic work, I explore how one community uses the sense of place and the digital embodied experience in a virtual world specifically to give autistic children access to play with their peers. The contribution of this work is twofold. First, I demonstrate how various physical and virtual spaces work together to make play possible. Second, I demonstrate these spaces, though some of them are digital, are no more or less “real” than the physical spaces making up a schoolyard or playground.

Rodéhn, C. (2022, March). Introducing Mad Studies and Mad Reading to Game Studies. Game Studies, 22(1). The International Journal of Computer Game Research, Game Studies Foundation. Supported by the Swedish Research Council (Vetenskapsrådet), The Joint Committee for Nordic Research Councils for the Humanities and the Social Sciences, Blekinge Institute of Technology, IT University of Copenhagen, and Lund University. Retrieved from: http://gamestudies.org/2201/articles/rodehn.

The aim of this paper is to introduce and develop mad studies as a theory and mad reading as a method for examining representations of madness in games. Mad studies is a theoretical field that examines madness and critically addresses systematic and symbolic sanism. In this text, mad studies is positioned as a shift of perspective from previous psy sciences-influenced research to a more inclusive way of studying madness in games. Mad reading is explained as (1) a situated reading, (2) challenging sanist representations, (3) reading the explicitly mad, (4) revealing where madness is not clearly visible, and (5) maddening games. The paper offers suggestions on how to put mad studies and mad reading into practice when studying games. The paper is primarily theory-driven but gives examples from several games, particularly the game Outlast.

Rodríguez Jiménez, M., Pulina, F., & Lanfranchi, S. (2015). Video games and Intellectual Disabilities: A literature review. Life Span and Disability XVIII, 2, 147-165.

Video games are ubiquitous in the society and this technology has transcended its initial playful side to become also an educational and cognitive training tool. In this sense, different studies have shown that expert game players gain advantages in various cognitive processes respect to non-players and that playing with video games can result in particular profits that in some cases could be generalized to other tasks. Accordingly, video games could be used as a training tool in order to improve cognitive abilities in atypical populations, such as relating to individuals with intellectual disabilities (ID). However, literature concerning video games in people with ID is sparse. In this paper we executed a narrative review of the studies about the use of video games in relation to people with ID.

Romano, K. D. (2014). (Dis)Abled Gaming: An Autoethnographic Analysis of Decreasing Accessibility for Disabled Gamers. Unpublished Master’s Thesis, Communication Department, University of South Florida, Tampa, FL. Retrieved from: http://scholarcommons.usf.edu/etd/5575.

Within the context of culture, disability has long existed as a stigmatizing quality (Goffman, 1963). As a result, people with disabilities are often overlooked or completely omitted from various, cultural artifacts. This exclusion of people with disabilities is largely recognized as unproblematic because their disabilities imply an inevitable failing. Through my own experiences as a disabled gamer, I have recognized that video games have also framed gamers with disabilities as problematic. Video games are largely constructed in a one-size-fits-all mentality (Grammenos, 2014), where very specific people, with very specific kinds of bodies, are granted access to play them. Since disabled gamers are not necessarily capable of playing video games in similar ways that able-bodied gamers can, it is assumed that we can’t play video games and that we shouldn’t want to. By using autoethnography as theory, I venture through a few stories from my life in which my own disability has rendered gaming either difficult or impossible. I seek to use these autoethnographic pieces as living examples of the problems involved with a traditional discussion of accessibility for people with disabilities. This thesis is a call for a renegotiation of “accessibility,” and how generalized formulations of this concept are still capable of excluding people who are disabled in very particular ways. In accordance with Shakespeare’s (2006) interactive model, I use my stories to show how my disability is a culmination of both the material and social qualities of my body. It is from this model that I seek transcendence from thinking of disabled bodies in either a medical or social model (Oliver, 1990) approach. Accessibility should be regarded as an interactive and cyclical process, which takes place between the individual, her body, the environment, and back again. An assessment of video game accessibility should be referred to in a similar way, where developers may attempt to be inclusive to people of varying kinds and levels of disability, rather than focusing solely on able-bodied modes of gaming.

Ruberg, B. (2020, March). Empathy and its alternatives: Deconstructing the rhetoric of “empathy” in video games. Communication, Culture and Critique, 13(1), 54–71. DOI: https://doi.org/10.1093/ccc/tcz044.

This article analyzes the contemporary discourse that surrounds video games. Specifically, it confronts the rhetoric of “empathy,” which has become a buzzword in North American industry, academic, education, and media conversations about video games and their supposed power to place players into others’ shoes—especially those games created by queer or otherwise marginalized people. Scholars like Wendy Chun and Teddy Pozo and game designers like Robert Yang have spoken out against this rhetoric. Building from their writing, as well as critiques from the creators of queer independent games commonly mislabeled as “empathy games,” this article delineates the discriminatory implications of the term. Rather than simply dismissing “empathy,” however, this article unpacks it, turning to textual artifacts like news stories and industry presentations, as well as the 2016 video game Unravel (ColdWood Interactive), to deconstruct the term’s many meanings and to identity alternative (queerer) models of affective engagement with video games.

Santoro, G., Costanzo, A., & Schimmenti, A. (2019). Playing with identities: The representation of dissociative identity disorder in the videogame “Who am I?’Mediterranean Journal of Clinical Psychology, 7(1), 1-10. Retrieved from: https://cab.unime.it/journals/index.php/MJCP/article/view/2053.

Who am I: The Tale of Dorothy (WAI) is the first videogame ever that addresses the treatment of an individual suffering from dissociative identity disorder (DID). WAI describes the life and internal experience of a 14-year-old girl named Dorothy who suffers from DID. The goal of this videogame is to integrate all Dorothy’s dissociated identities. Notably, several symptoms of DID are correctly portrayed in the game, such as identity confusion, identity alteration, amnesia, and psychotic-like experiences. Furthermore, WAI identifies the developmental origins of DID in the individual’s exposure to severe traumatic experiences in the attachment relationships during childhood, which is consistent with current empirical evidence on the developmental precursors of the disorder. Therefore, WAI may represent an innovative possibility for illustrating the main features of DID to gamers, students, and lay people. Accordingly, playing WAI can have important educational implications, as it might serve to reduce mental stigma toward people suffering from DID.

Shell, J. (2021, April 1). What Do We See: An Investigation Into the Representation of Disability in Video Games. DOI: arXiv:2103.17100v1.

There has been a large body of research focused on the representation of gender in video games. Disproportionately, there has been very little research in respect to the representation of disability. This research was aimed at examining the representation of disabled characters through a method of content analysis of trailers combined with a survey of video gamers. The overall results showed that disabled characters were under-represented in video games trailers, and respondents to the survey viewed disabled characters as the least represented group. Overall, both methods of research concluded that the representation of disabled characters was low. Additionally, the characters represented were predominantly secondary, non-playable characters not primary. However, the research found that the defined character type was a mixture of protagonists and antagonists, bucking the standard view of disabled characters in video games.

Silva, M. C. A. P., Maneira, A., & Villachan-Lyra, P. (2018, April). Digital educational games: Inclusive design principles for children with ADHD. In K. Tyner & C. Costa (Eds.), Proceedings of Play2Learn 2018 (pp. 30-45). Lusófona University and the University of Texas-Austin: The Gamilearning Project. Retrieved from: http://gamilearning.ulusofona.pt/play2learn-2018-proceedings/.

This work presents the characteristics inherently present in games which can positively influence children’s learning and are considered of special relevance in the learning process of those diagnosed with Attention Deficit Hyperactivity Disorder (ADHD). The development of digital educational game requires the game designer’s awareness of the influence of learning outcomes of all game elements. Starting with the first creative ideas until the last testing sessions. Despite being the most common neurobehavioral disorder related to human infancy and a cause of severe hindrance to the personal and academic life of children, studies discussing how digital games can be developed or better adjusted to effectively support these children’s learning process seems to be lacking. The main objective of this article is to provide guidelines with which game designers can create better educational games by improving their accessibility and inclusiveness, while having this target audience in mind. To do so, 11 guidelines are presented based on essential components of Interaction Design, User Interface and User Experience, as well as foundations of Cognitive Psychology and clinical characteristics common to children with ADHD. These guidelines are Simple interactivity; Recurring rewards through positive feedbacks; Removal of distracting elements; Emphasis on relevant elements; Level flexibility; Reduced level duration; Multiplayer option; Unlimited game session duration; Validation of important game actions; High visual standards; Motivation and fun as main components. The isolated use of each guideline is already a contribution to the process of creating educational digital games for children with ADHD. However, this work intends to promote a complete and directed guidance to the game designer, who will be able to develop games that effectively improve the learning conditions of children with ADHD by combining the different proposed guidelines.

Sousa, C. (2020). Empowerment and ownership in intellectual disability gaming: Review and reflections towards an able gaming perspective (2010-2020). In F. Costa Luz & C. Costa (Eds.), Videogames and Culture: Design, Art and Education [Feature Issue]. International Journal of Film and Media Arts, 5(1), 14-23. DOI: https://doi.org/10.24140/ijfma.v5.n1.02.

As with other populations, the usage of games by people with Intellectual Disability (ID) has been increasingly approached by research. Notwithstanding, the role of games in the lives of people with disabilities tends to be studied through a categorical picture that emphasizes its therapeutic characteristics and neglects games as recreation and as a form of cultural expression. The present work aims to review the main research outcomes of the last 10 years in the field of gaming and ID. It presents an analysis of the main research objectives and approaches to gaming adopted in the analysed studies, as a path to reflect on two specific concepts: empowerment and ownership. Therefore, a Systematic Literature Review (SLR) methodology, accompanied by statistical and content analysis procedures, was adopted to analyse a sample of 61 peer-reviewed research papers (2010-2020) in this field. The obtained results emphasize the passive role of individuals with ID in games research, with gaming mainly seen through therapeutic our game-based learning approaches. The presented reflection on inclusive research, through the parallelism between game studies and critical disability studies, also highlights that the access to games, as a cultural expression, for people with ID could foster the inclusion of these individuals in the public sphere, both in media and in the democratic civic structures. The produced insights intend to frame future approaches that situate the potential of games and their accessibility as strategies to decrease environmental barriers and hindrances that people with ID face in their specific contexts and foster inclusion.

Sousa, C., Neves, J.C., & Damásio, M.J. (2022). The pedagogical value of creating accessible games: A case study with higher education students. In E. Melser & D. Kao (Eds.), Innovations in Game-Based Learning [Special Issue]. Multimodal Technologies and Interaction, 6(2), 10. DOI: https://doi.org/10.3390/mti6020010.

The potential of games in empowering underrepresented groups is a central theme in the field of media studies. However, to ensure that everyone can benefit from them, it is necessary to ensure that they are inclusive and accessible. In the present work, we have implemented a Participatory Action Research (PAR) approach to target this problem, right at the stage of training new game designers and game developers. Thus, through a game-design-based or experimental game design pedagogical approach, we intended to promote inclusive and accessibility-driven game design and development skills in students, while decreasing their negative attitudes towards people with Intellectual Disability (pwID). A protocol with a Non-Governmental Organization in the field was established and, during two semesters, students were challenged to develop 10 accessible games and physical interfaces for pwID and motor disabilities, through participatory processes. Pre and post assessment was conducted, through a mixed-method approach. After participating in this process, students reported satisfaction and increased knowledge of cognitive and motor accessibility, and inclusive game design in general. Moreover, the attitudinal assessment showed significantly lower levels of prejudiced beliefs towards pwID (p < 0.05).

Spöhrer, M., & Ochsner, B. (Eds.). (2024). Disability and video games: Practices of en-/disabling modes of digital gaming [Palgrave Games in Context]. Cham: Palgrave Macmillan Cham. DOI: https://doi.org/10.1007/978-3-031-34374-2.

This collection intends to fill a long overdue research gap on the praxeological aspects of the relationships between disabilities, accessibility, and digital gaming. It will focus on the question of how Game Studies can profit from a Disability Studies perspective of en-/disabling gaming and issues of disability, (in)accessibility and ableism, and vice versa. Instead of departing from the medical model of disability that informs a wide range of publications on “disabled” gaming and that preconceives users as either “able-bodied,” “normal” or as “disabled,” “deficit,” or “unable to play,” our central premise is that dis/ability is not an essential characteristic of the playing subject. We rather intend to analyze the complex infrastructures of playing, i.e., the complex interplay of heterogeneous human and non-human actors, that are en- or disabling.

Contents include:

Spors, V., & Kaufman, I. (2021, September). Respawn, Reload, Relate: Exploring the Self-Care Possibilities for Mental Health in Games through a Humanistic Lens. Proceedings of the ACM on Human-Computer Interaction, 5(CHI PLAY), Article No. 263, 1–31. DOI: https://doi.org/10.1145/3474690.

Games have the potential to not only entertain and immerse people, but can be used as vehicles for meaning-making. Given these qualities, games are approached as inspiration for caring technologies, especially for mental health. This transformative process often prioritises learning from games as systems, but not necessarily from the experiences of people with mental distress who play games for self-care. In this paper, we report on a participatory workshop series that sets out to further illuminate the connection between games, self-care and mental health from a humanistic, person-centred perspective. Over four workshops, we engaged 16 people with experiences of mental distress in speculative making activities and discussions of how self-care technology inspired by games could be re-envisioned. By thematically analysing our discussions and collective sense-making, we showcase how participants actively “re-frame” games for self-care. Finally, we sketch out how game developers and makers of gameful self-care technologies could build on our findings.

Stang, S. (2018, March 21). Madness as true sight in The Cat Lady and Fran Bow. First Person Scholar [Feature Issue on Mad Crip Games]. Waterloo, ON: The Games Institute (GI) at the University of Waterloo in collaboration with IMMERSe, The Research Network for Video Game Immersion. Retrieved from: www.firstpersonscholar.com/madness-as-true-sight-in-the-cat-lady-and-fran-bow/.

“In this article, I discuss the way Hellblade has been praised and critiqued for its use of mental illness as a mechanic in order to compare it to The Cat Lady and Fran Bow” (n.p.).

Stiegler A., & Zimmermann G. (2015). Gamification and accessibility. In J. Zhou & G. Salvendy (Eds.), Human Aspects of IT for the Aged Population, Design for Aging, ITAP 2015. Lecture Notes in Computer Science [Vol. 9193] (pp. 154-154). Switzerland: Springer International. https://link.springer.com/chapter/10.1007/978-3-319-20892-3_15

There are many software requirements for the development of accessible applications, in particular for elderly people or people with disabilities. In particular, user interfaces have to be sufficiently abstract to cover required adaptations. In this paper, we introduce a gamification approach for teaching, connecting and engaging developers on accessible design of applications. A particular challenge hereby is combining gamification patters with the requirements of accessibility. As many gamification patters build on visual representation or usage metaphors, they are not suited for adaptation. Instead, we derive a representation-agnostic set of gamification patters from actual game design of commercial games. We identify and illustrate five categories of representation-agnostic gamification patterns, based on a games survey: action space, reward, challenge, progress, and discovery.

Stone, K. (2018, September). Time and reparative game design: Queerness, disability, and affect. Game Studies, 18(3). The International Journal of Computer Game Research, Game Studies Foundation. Supported by the Swedish Research Council (Vetenskapsrådet), The Joint Committee for Nordic Research Councils for the Humanities and the Social Sciences, Blekinge Institute of Technology, IT University of Copenhagen, and Lund University. Retrieved from: http://gamestudies.org/1803/articles/stone.

This essay uses a personal account of the process of creating a videogame to explore themes of queerness, disability, and labour. I track the production of the videogame Ritual of the Moon, a game following a queer woman sent to the moon. It is played for 5 minutes per day over 28 days with choices that determine the player’s unique path. The story takes up imagining the future, especially what the future looks like for queer women. Time becomes cyclical, and the fear of women with power bleeds from the past into the future, creating a future that exists between utopia and dystopia. The themes embedded in the game were experienced during production, as well: the effects of psycho-social disability (commonly labelled mental illness) on labour and art practice, queer discovery and narratives, and working through and with “negative” feelings. This paper intermixes theories of queer time with crip time to detail possible approaches to a queer, accessible art practice that takes seriously social inequalities yet moves towards healing. I augment Eve Sedgwick’s idea of reparative reading to form a reparative art practice, one that is inclusive of the paranoid, critical, difficult, and bad feelings that are a part of queer and debilitated life.

Stone, K. (2023). Reparative Game Creation: Designing For and With Psychosocial Disability. In J. Malazita, C. O’Donnell, & E. LaPensée (Eds.), Critical Game Design [Special Issue]. Design Issues, 39(1), 14-26. DOI: https://doi.org/10.1162/desi_a_00703.

This article proposes a design framework called Reparative Game Creation, a process of creating interactive media focused on healing, emotional acceptance, and accessibility for the psychosocially disabled. It is informed by disability studies, affect theory, anti-capitalist thought, and artist-scholarship on research creation and/or critical practice. Though much of game design and game studies focus on the end product or the player experience, this article instead focuses on the process of game design, and as such does not analyze particular games but instead proposes new ways of creating games informed by psychosocial disability.

Stone, K. (2024). The earth’s prognosis: Doom and transformation in game design. In L. op de Beke, J. Raessens, S. Werning, & G. Farca (Eds.), Ecogames: Playful Perspectives on the Climate Crisis (pp. 447-462). Amsterdam: Amsterdam University Press. DOI:  https://doi.org/10.5117/9789463721196_ch21.

This chapter describes the design of four games created by the author: Ritual of the Moon (2019), Humaning (2017), the earth is a better person than me (2018), and UnearthU (2022). Each of these games portray aspects of physical and emotional transformation, and the way that transformation may come about through varied connections to the environment fostered primarily through gameplay accessing the player’s imagination. The paper puts together disability studies scholarship with ecocriticism to analyze the common affects of the climate crisis, such as despair, anxiety, and doom through the lens of game creation.

Supangan, R. A., Acosta, L. A. S., Amarado, J. L. S., Blancaflor, E. B., & Samonte, M. J. C. (2019). A gamified learning app for children with ADHD. In ICIGP ’19 Proceedings of the 2nd International Conference on Image and Graphics Processing, Singapore, Singapore — February 23 – 25, 2019 (pp. 47-51). New York: ACM New York. Retrieved from: https://doi.org/10.1145/3313950.3313966.

Special Education is an Educational Service provided by private or public schools that cater students with disabilities. Attention Deficit Hyperactivity Disorder (ADHD) is a common behavioral disorder that begins at infancy stage. But it can also develop during teenage state and even in adulthood. This study focused on providing an interactive supplementary tool in assisting ADHD children in learning Mathematics, Language and Basic Hygiene. This gamified system was designed for an Android mobile application of Level 1 lectures in animated presentation. This tool was made available in order for the parents and teachers track students or ADHD children’s progress through different activities taken in the e-tutor system. In conclusion, the user acceptance testing showed that the Android application was approved in content and suitable to use for special education services.

Suriá-Martínez, R., García-Castillo, F., López-Sánchez, C., Villegas, E., & Carretón, C. (2024). Online games and cognitive distortions: A comparative analysis in students with and without disabilities. European Journal of Investigation in Health, Psychology and Education, 14(7), 1868-1880. DOI: https://doi.org/10.3390/ejihpe14070123.

Online games have experienced significant growth in recent years, with gaming becoming a popular form of entertainment for people of all ages. However, their impact on cognition, especially among vulnerable groups such as students with disabilities, is a topic that requires deeper exploration. The objectives of this study are twofold: firstly, to understand the typology of risk players (non-risk players, players with problems, and pathological players); and secondly, to compare cognitive distortions among students with problematic profiles. Both objectives will be analyzed based on the presence or absence of disability. A total of 704 students from various Spanish universities (135 with disabilities and 569 without disabilities), aged between 18 and 38, participated in the study by completing the Gamblers Belief Questionnaire (GBQ), aimed at measuring cognitive distortions related to gambling problems, as well as the Massachusetts Gambling Screen questionnaire, aimed at measuring gambling addiction. The results indicate a higher percentage of students with disabilities showing a greater risk profile for addiction. Additionally, this group of students exhibits more cognitive distortions. These findings underscore the need for a comprehensive approach to addressing online gaming addiction and cognitive distortions among university students, with and without disabilities. Preventive measures are necessary, such as education on responsible technology use and the promotion of alternative activities. Moreover, specific intervention strategies need to be developed, including access to psychological health services for this student population.

Szykman, A. G., Gois, J. P., & Brandão, A. L. (2015, December). A perspective of games for people with physical disabilities. In OzCHI ’15 Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, Parkville, VIC, Australia (pp. 274-283).  New York: ACM New York. Retrieved from: http://dx.doi.org/10.1145/2838739.2838765.

People with physical disabilities have to handle obstacles to conduct their lives. In Digital Games Development and Natural User Interface (NUI), researchers have shown interest in overcoming these obstacles. In this study, we collected data to evaluate how they are conducting their studies. We gathered 1485 articles from scientific databases and selected 93, from which we extracted information regarding the contribution of each study, the users responses to each approach, intervention tools and other topics. Our conclusion presents a perspective of studies of games focusing on the rehabilitation and accessibility of people with physical disabilities, a guideline with considerations of the researchers in the field and our suggested directions for new studies.

Tang, J. S. Y., Falkmer, M., Chen, N. T. M., Bӧlte, S., & Girdler, S. (2019, March). Designing a serious game for youth with ASD: Perspectives from end-users and professionals. Journal of Autism and Developmental Disorders, 49(3), 978–995. DOI: https://doi.org/10.1007/s10803-018-3801-9.

Recent years have seen an emergence of social emotional computer games for individuals with Autism Spectrum Disorder (ASD). These games are heterogeneous in design with few underpinned by theoretically informed approaches to computer-based interventions. Guided by the serious game framework outlined by Whyte et al. (Journal of Autism and Developmental Disorders 45(12):1–12, 2014), this study aimed to identify the key motivating and learning features for serious games targeting emotion recognition skills from the perspectives of 11 youth with ASD and 11 experienced professionals. Results demonstrated that youth emphasised the motivating aspects of game design, while the professionals stressed embedding elements facilitating the generalisation of acquired skills. Both complementary and differing views provide suggestions for the application of serious game principles in a potential serious game.

Torabi, S., & Preston, J. (2024). Echoes of madness: Exploring disability and mental illness in Hellblade: Senua’s Sacrifice. In B. Haller & J. Preston (Eds.), Exploring Disability in the Digital Realm [Special Issue]. Societies, 14(9), 170. DOI: https://doi.org/10.3390/soc14090170.

Video games are known for many things, but nuanced portrayals of characters with mental illness might not be one of them. This trend, however, has gradually started to shift with games like Hellblade: Senua’s Sacrifice, which aim to convey a genuine experience of mental illness to the player. Through a close reading of different instances in the game, this paper shows how Hellblade complicates the usual sanist ideas seen in most other games by taking an ambiguous stance, using mental illness as a representational tool. Furthermore, it avoids some of the more sensationalist and problematic tropes often employed in such representations, like the supercrip and the Cartesian divide of the body and mind. In order to show this, we have employed Mitchel and Snyder’s concept of narrative prosthesis to demonstrate how the game does not in fact rely on Senua’s disability as an exotic feature of the narrative to hook players in. By combining insights from disability and mad studies, we show how this game is a step in the right direction when it comes to challenging the perceptions of mental illness prevalent in pop culture.

Tricarichi, C., & Jalajas, D. (2024, March). Escape to fun: A usability study of virtual escape rooms for neurodivergent gamers. Board Game Academics, 1(1). DOI: https://doi.org/10.70380/4zxj16jh2.

Escape rooms have become a pop culture phenomenon. An escape room is a game in which a group of people must work collaboratively to solve puzzles and complete objectives to escape from the current site of the adventure (Hall, 2021). Upon entering the puzzle, the game facilitator, or Game Master (GM), reveals the main objective to players; all the group’s subsequent actions contribute to achieving the initial objective, which must conclude within a certain amount of time.

As with most industries, COVID-19 negatively impacted the in-person gaming industry, including in-person escape rooms. In-person gaming events were confronted with the new understanding that the only way to save person-to-person gaming was to adapt to an online environment. It was exceedingly difficult to find a path for successful execution of the transition from in-person to online gaming. Forced to urgently develop a new experience for gamers, game designers discovered the world of virtual escape rooms (The Escape Game, 2021). This solution was an opportunity to sustain business. However, an unknown benefit was the diversification of the backgrounds of the players of the game. Introducing the interactive escape room dynamic to an online environment allowed for diverse populations of people to participate including those of the neurodivergent, mobility-limited, and socially limited populations.

Computer simulations serve as both entertainment in the gaming industry and training in the professional realm. They can serve as team-building exercises in corporate settings. These activities force socialization, under the guise of fun, thematic settings. Their use has spanned multiple industries: including the medical field, which has been using computerized training simulations for years (Guckian, Eveson, & May, 2020). This type of technology also gives differently-abled people the opportunity to experience an escape room. Individuals with limited mobility, social anxiety, neuorodivergency, or anything that would limit their access to a public environment can find entertainment in an online space, creating inclusivity for the cultural phenomenon of escape rooms. Inclusivity is a topic that has begun to receive its due attention lately (McKinsey & Company, 2022). Social values are taking center stage for business owners in addition to their goals for attracting new consumers. Increased inclusivity in escape rooms allow players impeded by the physicality of rooms to enjoy the computerized, interactive technology making its way into not only games but academia and business as well.

This paper aims at understanding if the virtual landscape can foster the same satisfactory gaming experience as one would have in a physical escape room. This paper will study the usability of an online, virtual escape room. The game is designed using criteria needed for neurodivergent individuals to successfully participate. The goal is to keep the same cooperative elements as a physical escape room and see if those elements could translate into an online forum. We will be using the principle of Computer-Supported Cooperative Work, where the computer supports collaboration, and introducing an additional element of working over the computer in “real-time.” That is the link to making sure an online escape room remains as much like a physical escape room as possible.

van Gillern, S., & Nash, B. (2023). Accessibility in video gaming: An overview and implications for English language arts education. Journal of Adolescent & Adult Literacy Early View. DOI: https://doi.org/10.1002/jaal.1284.

Scholars in recent years have explored the connections between video games, literacy, and learning. Research illustrates that video games can serve as texts for engagement and analysis in English language arts classrooms. Scholars have also demonstrated how games themselves effectively integrate a complex array of learning principles that help players understand and progress in the game. In this article, we explore how recent efforts in game design to promote accessibility for differently abled gamers have implications for literacy education that can promote inclusivity and equity in English language arts classrooms. While recognizing the social construction of the concept of (dis)abilities, we explore existing literature on the video games, literacy, accessibility, and universal design for learning. We then demonstrate specific ways that video game designers promote visual, auditory, motor, and cognitive accessibility for gamers and share how literacy educators can draw upon these strategies to promote accessibility in their curriculum and instruction to help all students engage, learn, and thrive.

Van Ommen, C. A., & Chaparro, B. S. (2022). Exploring Video Game Satisfaction of Gamers with Disabilities. In M. Antona & C. Stephanidis (Eds.), Universal Access in Human-Computer Interaction. Novel Design Approaches and Technologies, HCII 2022 [Lecture Notes in Computer Science Vol. 13308]. Springer, Cham. DOI: https://doi.org/10.1007/978-3-031-05028-2_26.

It is estimated that 61 million Americans are living with a disability, and that 33 million of those play video games. Gamers with disabilities face many barriers in gaming, such as being unable to hear necessary audio or move various components on a controller, which may impact their game satisfaction. Since there has been little research to validate gaming satisfaction measures in gamers with disabilities, an exploratory study was conducted to assess factors that contribute to satisfaction among this population. Results indicate that the items of the validated Game User Experience Satisfaction Scale (GUESS-18) are helpful in understanding video game satisfaction in this population. Participants were able to use the GUESS-18 without modifications, but suggested the addition of areas related to game customization, challenges faced, and learnability.

Wästerfors, D. (2011). Stretching capabilities: Children with disabilities playing TV and computer games. Disability & Society, 26(3), 337-349.  DOI: https://doi.org/10.1080/09687599.2011.560417.

Intervention studies show that if children with disabilities play motion-controlled TV and computer games for training purposes their motivation increases and their training becomes more intensive, but why this happens has not been explained. This article addresses this question with the help of ethnographic material from a public project in Sweden. By applying interactional constructionism to detailed instances of play situations, the article specifies the social dynamics as well as identificatory attractions of these games for children with disabilities.

Wästerfors, D., & Hansson, K. (2017). Taking ownership of gaming and disability. Journal of Youth Studies, 20(9), 1143-1160. DOI: https://doi.org/10.1080/13676261.2017.1313969.

Gaming among young people with disabilities is often understood within a habilitation frame, as if video and computer games primarily should help to exercise and ‘improve’. Little is known about how these games are used within a private frame, and how young people with disabilities operate their gaming as concrete persons rather than as treatment-receiving clients. Through the use of stories, descriptions, and demonstrations from Swedish youth and young adults with disabilities (muscle diseases, cerebral palsy, and Asperger’s syndrome), we explore these gamers’ practical maneuvers, verbal accounts, and biographical-narrative concerns in relation to digital games. As they strive to bypass or overcome digital inaccessibility, various challenges find their way into their gaming practices, not only to complicate, distract, or disturb them but also to give them extra meaning. Gamer–game identifications turn multifaceted, with disabilities serving as paths both around and into the games’ ‘magical circles’. We suggest partly new concepts – beyond a habilitation frame – to capture how young people struggle to take ownership of gaming and disability: engrossment maintenance, vicarious gamers and biographical as well as situational refuge.

Westin, T., Bieree, K., Gramenos, D., & Hinn, M.  (2011, July). Advances in game accessibility from 2005 to 2010. In C. Stephanidis (Ed.), Universal Access in Human-Computer Interaction. Users Diversity: 6th International Conference, UAHCI 2011, Held as Part of HCI International 2011, Orlando, FL, USA, July 9-14, 2011, Proceedings, Part II (pp.400-409). Berlin: Springer.

The research in the area of game accessibility has grown significantly since the last time it was examined in 2005. This paper examines the body of work between 2005 and 2010. We selected a set of papers on topics we felt represented the scope of the field, but were not able to include all papers on the subject. A summary of the research we examined is provided, along with suggestions for future work in game accessibility. It is hoped that this summary will prompt others to perform further research in this area.

Whyte, E. M., Smyth, J. M., & Scherf, K.S. (2015, December). Designing serious game interventions for individuals with autism. Journal of Autism and Developmental Disorders, 45(12), 3820-3831. DOI: https://doi.org/10.1007/s10803-014-2333-1.

The design of ‘Serious games’ that use game components (e.g., storyline, long-term goals, rewards) to create engaging learning experiences has increased in recent years. We examine of the core principles of serious game design and examine the current use of these principles in computer-based interventions for individuals with autism. Participants who undergo these computer-based interventions often show little evidence of the ability to generalize such learning to novel, everyday social communicative interactions. This lack of generalized learning may result, in part, from the limited use of fundamental elements of serious game design that are known to maximize learning. We suggest that future computer-based interventions should consider the full range of serious game design principles that promote generalization of learning.

Wilhelmsson, U., Engstrom, H., Brusk, J., & Ostblad, P. A. (2017). Inclusive game design facilitating shared gaming experience.  In F. Liarokapis & K. Debattista (Eds.), Serious Games and Education [Special Issue]. Journal of Computing in Higher Education, 29(3), 574–598. DOI: https://doi.org/10.1007/s12528-017-9146-0.

This article presents the result from a study comparing the perception and understanding of a game story between sighted and visually impaired players playing the same game. In particular, whether sighted and visually impaired players could experience and recount the same story construed from the plot elements that are either manifested by audio and graphics in the case of sighted players or primarily by audio in the case of visually impaired players. To this end, we have developed a graphical point-and-click adventure game for iOS and Android devices that aims to show how inclusive game design may be used to facilitate a shared gaming experience between sighted and visually impaired players. The game provides players with audio feedback that enables visually impaired players to interact with and experience the game, but in a manner that does not interfere with the overall appearance and functionality of the game. Thus, it has been designed to be fully inclusive to both groups of players and to give the same gaming experience when it comes to story content. The game has been evaluated through formal user tests where subjects have been asked to play the first chapter of the game followed by an interview. The study shows that the perception of the story was almost identical between the two groups. Generally it took visually impaired players a little longer to play the game but they also seem to listen more carefully to the dialogue and hence also build a slightly deeper understanding of the characters. The study also shows that the sighted players did not respond negatively towards the inclusive game design employed in the game.

Woolbright, L. (2024). “She’s inside me. She’s inside everyone”: Female agency and the monstrous mother in Resident Evil Biohazard and Village. In J. L. McDaniel & A. Wood (Eds.), Broadening the horror genre: From gaming to paratexts. London: Routledge. DOI: https://doi.org/10.4324/9781003406112-8.

This chapter examines monstrous femininity in Resident Evil VII: Biohazard and Resident Evil VIII: Village, which depict an array of female archetypes—particularly monstrous mothers and unnatural births. Game representations of monstrous femininity, as in other media, revolve around how fears about femininity manifest in media, how feminine identities reflect, subvert, and resist domesticity. These representations are experienced, explored, and internalized by players who must comb the gamespace for resources, weapons, clues, and collectibles at the same time they navigate enemies and environmental challenges to unravel the story. Gameplay and environmental storytelling interwoven with cutscenes offer potentially transformative engagements with the monstrous mother, although, in the end, the games may be interpreted to undermine their own progress.

Yeager, S. A., & Ciccoricco, D. (2024, Spring). Embodied simulations and neurodivergent temporalities in To the Moon. In  E. Y. Chang & A. Bird (Eds.), Games Studies [Feature Issue]. Configurations, 32(2), 111-128. DOI: https://doi.org/10.1353/con.2024.a924125.

We position games as ludic time machines; beyond simply representing neurodiversity, they can prompt players to consider neurodivergent temporalities. In the 2D psychological adventure game To the Moon (Gao 2011), players control two scientists who travel through the memories of a man on his deathbed. Digging ever deeper into their seemingly neurotypical client’s past, the scientists learn how his marriage was strained by the complexities of cross-neurotype communication. We show how To the Moon’s storyworld and gameplay destabilize fixed understandings of neurotypicality, encourage deeper mutual understanding of temporal embodiment, and prompt players to reconsider their relationship to neurodiversity.

OIPO Disability Abstracts: Design

This literature review contains relevant material across several disciplines taking into account the interrelationship of design and disability. Included are books, articles, and other resources on topics such as:

  • Disability interaction (DIX)
  • Geography, inclusive and accessible architecture, and the built environment
  • Inclusive design and inclusive design education
  • Makerspaces
  • Participatory and inclusive research, co-production, co-design, co-creation, and methodologies
  • Social media, technology and web accessibility
  • Universal design
  • User involvement and user experience

Updated 5/13/2025

Allen, M. (2021, February 10). Designing for Disability Justice: On the need to take a variety of human bodies into account. Harvard University Graduate School of Design News Cambridge, MA. 

“Disability ought to be an exciting subject for architects: it’s about lived experience, problem solving, and designing a better built environment. While the topic engages with critical theory and aspirations for collective life, it’s often seen as a field that requires checking boxes and fulfilling requirements, or worse, a touchy subject strewn with outdated terms and outmoded habits of thought. The typical routines of design don’t always take the variety of human bodies into account. But I recently had the chance to talk to four practitioners who are changing minds and moving the field forward: Aimi Hamraie is associate professor of Medicine, Health, and Society and American Studies at Vanderbilt University; Sara Hendren (MDes ’13) is a professor at Olin College and the author of What Can a Body Do?; Sierra Bainbridge is senior principal and managing director at MASS Design Group; and Jeffrey Mansfield (March ’14) is a design director at MASS.”

Aniyamuzaala, J.R. (2023). Inclusion of persons with disabilities by design: From product centered to justice and person centered inclusive co-design. In M. H. Rioux, J. Viera, A. Buettgen, & E. Zubrow (Eds.), Handbook of disability: Critical thought and social change in a globalizing world (pp. 1-16). Singapore: Springer. DOI: https://doi.org/10.1007/978-981-16-1278-7_51-1.

Persons with disabilities and their needs were excluded by design according to the article 2 of the Convention on the Rights of Persons with Disabilities. The review of the literature and secondary data revealed the three inclusive design school of thoughts and practices, and these included the following: The Canadian, the United Kingdom (UK), and the Technology Industry’s Inclusive Design school of thoughts and practices. The qualitative critical analysis of the three inclusive design school of thoughts resulted into the Justice and Person Centered Inclusive Co-Design (JPCICD) as the fourth inclusive design school of thought and practice. The JPCICD expands on the Canadian inclusive design school of thought and practice to comprehensively cover justice, equity, and human diversity dimensions of design. The JPCICD shifted the focus of inclusive design from product and market system to person’s social, political, economic, cultural, and technological justice or total justice. It also considers the equity principle in its definition. The JPCICD was developed based on the foundation of the human rights and justice principles such as equity and equality human diversity, freedom of choice, and others. JPCICD focuses on equitable distribution of resources and power to the diverse excluded persons with disabilities by design.

Anonymous 1, Anonymous 2, Anonymous 3, Herd, N., Anonymous 4, & Kalifer, D. (with support from Erin Kuri and Ann Fudge Schormans) (2022) Justice vs. injustice: Poetic dialogue about the meaning of Disability Justice among people labelled/with intellectual disability. In P. D. C. Bones, J. Smartt Guillion, & D. Barber (Eds.), Redefining Disability [Personal/Public Scholarship Series Vol. 12] (pp. 84–89). Boston: Brill. DOI: https://doi.org/10.1163/9789004512702_013

“The DiStory project is a multi-year, multi-generational inclusive project in which co-researchers labelled/with an intellectual disability have been collaborating with non-labelled academic and community-based co-researchers to design, develop, and conduct a project whose primary purpose is the co-production of knowledge and development of teaching materials for postsecondary students about the lives of people labelled/with intellectual disabilities. (We use the language labelled/with in recognition of the heterogeneity of people understood to have intellectual disability and of the hurtful impacts being labelled can have on people’s lives.)

Co-researchers labelled/with intellectual disabilities include survivors of Ontario’s large-scale institutions, as well as younger generations of people labelled/with intellectual disabilities. This was by design. It is a means of preserving and sharing survivors’ history of institutional ‘care’ with younger generations of people labeled/with intellectual disabilities who, while never incarcerated in these institutions, nonetheless experience institutionalized care and ongoing experiences of discrimination and violence. It was intended as well to challenge perceptions that the closure of institutions has meant that life is now ‘better’ for people labelled/with intellectual disabilities. Instead, it makes plain that while large-scale institutions may, at this moment, be closed in Ontario, institutions and such forms of care continue, and living ‘in the community’ is no guarantee of a ‘good life’ of one’s choosing.

In what follows, the co-researchers labelled/with intellectual disabilities re-define disability using a framework of disability justice. They do so by using a form of poetic dialogue to contrast meanings of disability (in particular, ‘intellectual disability’) as articulated in their understandings of ‘disability justice’ and its converse—’disability injustice’” (pp. 84-85).

Baltaxe-Admony, L. B., Duval, J., & Ringland, K. E. (2024). DREEM: Moving from Empathy to Enculturation in Disability Related Human-Centered Design. In ASSETS ’24: Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility, Article No. 50, 1-17. New York: DOI: https://doi.org/10.1145/3663548.3675642.

Empathy-building, the first stage in human-centered design, often involves methods that inadvertently reinforce negative stereotypes and biases toward disabled communities. In this work, we introduce a new method: Disability-Related Empathy from Existing Media (DREEM). This method focuses on enculturation rather than traditional ideas of empathy. DREEM leverages media created by disabled individuals to facilitate a deeper, culturally informed understanding. Cultural content is rich with authentic perspectives and tacit design knowledge from people with disabilities. Our four-step process includes (1) discovering relevant media, (2) close reading, (3) reflective journaling, and (4) aggregation of insights. In this article, we present our process of creating DREEM using research through design in multiple research and education contexts. Our findings show that DREEM can be applied in both design classrooms and research contexts to foster a more nuanced understanding of disability for newcomers to the space.

Bayor, A. A., Brereton, M., Sitbon, L., Ploderer, B., Bircanin, F., Favre. B., & Koplick, S. (2021, June). Toward a competency-based approach to co-designing technologies with people with intellectual disability. ACM Transactions on Accessible Computing, 14(2), 6. DOI: https://doi.org/10.1145/3450355

Ability-based design is a useful framework that centralizes the abilities (all that users can do) of people with disabilities in approaching the design of assistive technologies. However, although this framework aspires to support designing with people with all kinds of disabilities, it is mainly effective in supporting those whose abilities can be clearly defined and measured, in particular, physical and sensory attributes of ability. As a result, the ability-based design framework only provides limited guidance to design with users with intellectual disability, whose cognitive, physical, sensory, and practical abilities vary along a spectrum. In this article, we reflect on a long-term co-design study where we leveraged what we termed “competencies,” i.e., the representative practical skills people develop from their participation in life activities, in particular, mainstream technologies, such as social media and the Internet. Our reflection is based on our experience in designing SkillsTube, a web application we co-designed with young adults with intellectual disability to support them to learn life skills through videos. The app’s design, which explored and leveraged their social media participation competencies, supported the fundamental participation of all participants and their peers. Their familiarity with the app’s social media-inspired design features fostered confidence in their participation, usability, and engagement. Drawing on the findings and design process of the app, we discuss a Competency-based approach to designing with people with disabilities that extends upon ability-based design, by grounding it in user competencies.

Bennett, C. L., Peil, B., & Rosner, D. K. (2019, June). Biographical prototypes: Reimagining recognition and disability in design. In DIS ’19: Proceedings of the 2019 on Designing Interactive Systems Conference (pp. 35–47). DOI: https://doi.org/10.1145/3322276.3322376.

This paper aims to elevate stories of design by people with disabilities. In particular, we draw from counter-storytelling practices to build a corpus of stories that prioritize disabled people as contributors to professional design practice. Across a series of workshops with disabled activists, designers, and developers, we developed the concept of biographical prototypes: under-recognized first-person accounts of design materialized through prototyping practices. We describe how the creation of such prototypes helps position disabled people as central contributors to the design profession. The artifacts engendered an expanded sense of coalition among workshop participants while prompting reflection on tensions between recognition and obligation. We end by reflecting on how the prototypes-and the practices that produced them-complement a growing number of design activities around disability that reveal complexities around structural forms of discrimination and the generative role that personal accounts may play in their revision.

Blanchard, E. (2022). Cripping assistive tech design: How the current disability framework limits our ability to create emancipatory technology. In T. Borangiu, D. Trentesaux, P. Leitão, O. Cardin, & L. Joblot (Eds.), Service Oriented, Holonic and Multi-agent Manufacturing Systems for Industry of the Future SOHOMA 2021 [Studies in Computational Intelligence, vol 1034] (pp. 377-388). Cham, Switzerland: Springer. DOI: https://doi.org/10.1007/978-3-030-99108-1_27

Recent advances in assistive technologies have blurred the lines between compensating for impairments — for disabled users — and augmenting capabilities — such as with cobotic systems. This article examines how assistive technologies generally seek to compensate for a single deficiency, as opposed to being more generalist tools meant to improve the lives and autonomy of (not necessarily) disabled users. It starts with a brief presentation of the different frameworks used to model disability in the social sciences, and how some of these frameworks could be used to boost creativity in the design of assistive devices. It then showcases a series of examples where innovative design ideas allowed for devices that go beyond trying to fix disability and instead liberate their users. The article concludes with a reflection on the ethical interactions between transhumanism and disability, as well as the possibilities created by new distributed design/construction networks affiliated with open-source/open-design models. This reflection can serve as a basis for a discussion about the necessary evolution of industrial practices in the design of assistive technologies, no matter whether they are designed to compensate impairments or augment capabilities.

Cerdan Chiscano, M. (2021). Giving a voice to students with disabilities to design library experiences: An ethnographic study. In G. Wolbring (Ed.), Ability Expectation and Ableism Studies (Short Ability Studies) [Topical Collection]. Societies, 11(2), 61. DOI: https://doi.org/10.3390/soc11020061

Although librarians generally display an inclusive management style, barriers to students with disabilities remain widespread. Against this backdrop, a collaborative research project called Inclusive Library was launched in 2019 in Catalonia, Spain. This study empirically tests how involving students with disabilities in the experience design process can lead to new improvements in users’ library experience. A mix of qualitative techniques, namely focus groups, ethnographic techniques and post-experience surveys, were used to gain insights from the 20 libraries and 20 students with disabilities collaborating in the project. Based on the participants’ voices and follow-up experiences, the study makes several suggestions on how libraries can improve their accessibility. Results indicate that ensuring proper resource allocation for accessibility improves students with disabilities’ library experience. Recommendations for library managers are also provided.

Chang, Y., Sitbon, L., & Simpson, L. (2021, October). Towards a secured and safe online social media design framework for people with intellectual disability. In ASSETS ’21: The 23rd International ACM SIGACCESS Conference on Computers and Accessibility, Art. No.: 91, 1–4. DOI: https://doi.org/10.1145/3441852.3476540

This paper aims to create a tangible design framework for practitioners to follow when designing an online social media platform for individuals with intellectual disability. Currently, legislation and best practice consider cyber security and safety for the general public, giving particular attention to the protection of children. However, despite the support in health care, financial assistance, and education, individuals with intellectual disability are rarely considered when it comes to cybersafety. To achieve inclusivity, an integrative review was conducted to make connections between disciplines of education and information technology and law. The process was split into three phases: (i) understanding the challenges those with intellectual disability face, both when using a social media interface and when evaluating safety risks; (ii) identifying gaps and understanding the implications for persons with intellectual disability from legislative and design and design principles; and (iii) visualisation of data flow to model interactions. In conclusion, an inclusive framework is proposed for practitioners when designing online social media platforms for people with intellectual disability.

Coleman, D., & Trudelle, M. (2019). How to make design thinking more disability inclusive. Stanford Social Innovation Review. DOI: https://doi.org/10.48558/BSDF-A033

A three-tiered framework for making human-centered design more inclusive of people with disabilities can help organizations improve their own programs.

Cook, L., Rothstein, P., Emeh, L., Frumiento, P., Kennedy, D., McNicholas, D., Orjiekwe, I., Overton, M., Snead, M., Steward, R., Sutton. J. M., Bradshaw, M., Jeffreys, E., Charteris, S., Ewans, S., Williams, M., Grierson, M., & Chapko, D. (2021, September). In the physical to digital transition with friends—A story of performing inclusive research together no matter what life throws at you. In I. Strnadová, J. Loblinzk, M. L. Wehmeyer (Eds.), Transitions in the Lives of People with Intellectual Disability [Special Issue]. British Journal of Learning Disabilities, 49(3), 271-281. DOI: https://doi.org/10.1111/bld.12408

Background: As part of “The Hub” project at Wellcome Collection, a team of eight co-researchers with learning disabilities along academics created an online survey to challenge public understanding of learning disabilities. Using creative and arts-based methods, co-researchers remotely co-analysed the survey results amid COVID-19 lockdown challenges. Here, we explore our unexpected “transition” journey from the physical “Hub” to the digital space.

Methods: We organised 20 sessions at The Hub and used audio/video/photo recordings to capture key moments. With the lockdown, we ensured that every co-researcher had access to and support for digital technologies. Throughout 2020, we organised 28 Zoom meetings involving all co-researchers. In June, Lilly (a multi-media journalist and she lives by the motto striving for equal opportunities for people with disabilities and fairness throughout) and Sue (an independent Leadership Coach and Mentor) conducted Zoom interviews with the co-research team to reflect on our transition journey. In this creative video-form submission accompanied by an accessible report, Lilly puts together a story of how we transitioned and felt throughout this process.

Findings: We identify that trust and the social bonds established at The Hub are the key components of our transition to the digital environment. There is the tension between longing for in-person contact and trying to make the most out of the situation to maintain these relationships. At the heart of this is the motivation to “change the world” and strive for social justice. Having time and opportunity to improve, and co-researchers’ steady growth in confidence are equally important.

Conclusions: The determination for maintaining friendships among co-researchers and the motivation to “change the world” overcome COVID-19-related challenges in continuing co-research.

Accessible summary:

  • We are members of an arts organisation who support the creative talents of people with learning disabilities and autistic people.
  • We have been working on a research project at “The Hub” at Wellcome Collection in a team consisting of academic and nonacademic professionals with diverse abilities.
  • Because of coronavirus, we all had to stay home to stay safe. To carry on with our research project, we participated in 28 creative research meetings on Zoom.
  • In this paper and accompanying video, we will tell you how we did it. We will also tell you how we felt about moving away from “The Hub” and trying to do research remotely from home.
  • We hope our project has shown that people with learning disabilities can transition well to working online when there is trust and mutual respect.

Costanza-Chock, S. (2020, March). Design justice: Community-led practices to build the worlds we need. Cambridge, MA: The MIT Press.

What is the relationship between design, power, and social justice? “Design justice” is an approach to design that is led by marginalized communities and that aims explicitly to challenge, rather than reproduce, structural inequalities. It has emerged from a growing community of designers in various fields who work closely with social movements and community-based organizations around the world.

This book explores the theory and practice of design justice, demonstrates how universalist design principles and practices erase certain groups of people —specifically, those who are intersectionally disadvantaged or multiply-burdened under the matrix of domination (white supremacist heteropatriarchy, ableism, capitalism, and settler colonialism) — and invites readers to “build a better world, a world where many worlds fit; linked worlds of collective liberation and ecological sustainability.” Along the way, the book documents a multitude of real-world community-led design practices, each grounded in a particular social movement. Design Justice goes beyond recent calls for design for good, user-centered design, and employment diversity in the technology and design professions; it connects design to larger struggles for collective liberation and ecological survival.

The full text of Design Justice is Open Access.

Cottrell, C. (2020). Gentle House: Co-designing with an autistic perception. Co-constructing Body-Environments [Special Issue]. Idea Journal, 17(2), 105-20.  DOI: https://doi.org/10.37113/ij.v17i02.371.

This article discusses the early phases of Gentle House, a spatial design research project that works with concepts of autistic perception and a collaborative design process to renovate the home of a family of four. The family includes a ten-year-old autistic child who is currently being educated via correspondence schooling. In working alongside the family and understanding the uniqueness and complexity of their needs, the goal is to create spaces that are stimulating and enjoyable for them to live in.
The autistic child’s experience of the physical world is pathologised as sensory processing disorder. This is a condition where there are differences in the integration of sense modalities that can lead to moments of being overwhelmed by some stimulus and a more highly tuned receptivity to other stimuli, such as texture and smell. This design research rejects a pathological framework for characterising these experiences and uses co-design approaches with the aim of learning from his engagement with the world. In particular, his highly tuned awareness of phenomena that ‘neurotypical’ perception tends to tune out or overlook. The larger implication of this project and approach is a rethinking of our living and working environments towards sensorially richer and more inclusive ends.
The early phases of the project have involved a series of spatial, material, and sensory design prototypes, which are discussed in terms of their co-creation and the perceptual richness of space-time experiences. The design knowledge gleaned from these prototypes is briefly contextualised within existing frameworks for inclusive design, before outlining future trajectories for the research.

Davis, J. (2022). Accessibility in/as caring. In The caring city: Ethics of urban design (pp. 63-87). Bristol, UK: Bristol University Press. DOI: https://doi.org/10.51952/9781529201222.ch004.

I began to allude to the importance of accessibility in facilitating new patterns of care in the previous chapter, and the goal of this chapter is to consider in depth how urban design can mobilize notions of access to influence care needs, relations and practices. However, I begin the discussion with a quandary since two of the major goals of accessibility as constructed in the context of urban design theory have an uneasy relationship with the ideas of care and from the ethics of care which I have presented thus far. The first of these goals is personal autonomy. The accessibility of built form is often seen to shape the autonomy that people such as those with a mobility or sensory impairment have in looking after themselves and choosing how and where to live. The second goal is universality. The goal of accessible urban design, such as within the context of ‘universal design’ discourses, is seen to be the creation of city forms and places that are navigable by all, satisfying principles of inclusivity and equity (see, for example, Steinfeld and Maisel, 2012).

DePoy, E., & Gilson, S. (2010). Disability design and branding: Rethinking disability within the 21st Century. Disability Studies Quarterly, 30(2). DOI: https://doi.org/10.18061/dsq.v30i2.1247

“In this paper, we present our recent thinking about disability as disjuncture and the significant role that design and branding play in creating this ill-fit. However, simultaneously, design and branding provide the contemporary opportunity and relevant strategies for rethinking disability and social change, and healing disjuncture. As always, this thinking is a work in progress with invitation for criticism and dialogue. We begin by setting the chronological and intellectual context that informs our ideas. We then clarify Disjuncture Theory and link design and branding to revisioning a globe in which disjuncture is healed by contemporary relevant theorizing and praxis.”

Dokumaci, A. (2018). Disability as method: Interventions in the habitus of ableism through media-creation. In H.Thompson & V. Warne (Eds.), Blindness Arts [Special Issue]. Disability Studies Quarterly, 38(3). DOI: https://doi.org/10.18061/dsq.v38i3.6491

In this article, I share and reflect on a research-creation video that introduces what I call ‘disability as method’ to critical disability and media studies. The video draws on a year-long visual ethnography, during which I collaborated with a blind and a physically disabled participant to explore the specificities of their mobility experiences in the city of Montreal. In making this video, I use the affordances of filming and editing in creative ways both to explore what access could mean to differently disabled people in the space of the city and to reimagine new possibilities of media-making informed by blindness gain. To this end, I introduce a new audio description (AD) technique by using stop-time as crip-time, and deploying AD not only as an accessibility feature but also as a blind intervention in the creative process of filmmaking itself.

Also available are Supplementary Video Resources for this article.

Doucet, M., Pratt, H., Dzhenganin, M., & Read, J. (2022, August). Nothing About Us Without Us: Using Participatory Action Research (PAR) and arts-based methods as empowerment and social justice tools in doing research with youth ‘aging out’ of care. In D. Collin-Vézina & M. Sebrena Jackson (Eds.), Relations at the Hearth of Foster Children, Youth and Families Wellness [Special Issue]. Child Abuse & Neglect, 130(3), 105358. DOI: https://doi.org/10.1016/j.chiabu.2021.105358

Child welfare practices and policies are often disconnected from youth in care’s perspectives and lived realities. Youth ‘aging out’ of care should be empowered to define their own needs, goals and success based on the unique context they are transitioning from. In research, this can be supported by engaging them as co-researchers through emancipatory approaches.

Participatory Action Research (PAR) requires collaboration with those who are affected by the issue being studied in all aspects of the research, with the aim to build advocacy capacity and affect transformative social change. Photovoice employs photography and group dialogue – the fusion of images and words – as an empowerment tool, through which individuals can work together to represent their own lived experiences rather than have their stories told and interpreted by others. This is a particularly powerful approach in engaging youth with care experience, as they are often systemically disenfranchised, isolated and in need of connections to the community.

This article presents the Relationships Matter for Youth ‘Aging Out’ of Care project, a Participatory Action Research (PAR) photovoice research project with young people with lived experience, as a case study. The project aimed to take a closer look at the relationships that matter to youth from care and how they can be nurtured over time. Narratives about the experience of participating in the project are also featured, from the perspectives of three of the youth co-researchers. Some of the benefits, challenges and lessons learned are also explored, framed within the Relationships Matter project methodology and process. Recommendations for future social work research are also presented.

Fletcher, V., Bonome-Sims, G., Knecht, B., Ostroff, E., Otitigbe, J., Parente, M., & Safdie, J. (2015, January). The challenge of inclusive design in the US context. Applied Ergonomics, 46(B), 267-273. DOI: https://doi.org/10.1016/j.apergo.2013.03.006.

The paper considers the evolution of thinking and practice of inclusive design in the United States since 1993, the year of the first special edition of Applied Ergonomics on inclusive design. It frames the examination initially in terms of the US social mores that substantially influence behavior and attitudes from a defining individualism to legal mandates for accessibility to the nation’s ingrained obsession with youth and delusional attitudes about aging. The authors explore the disparate patterns across the design disciplines and identify promising linkages and patterns that may be harbingers of a more expansive embrace of inclusive design in the years ahead.

Foley, K., Attrill, S., & Brebner, C. (2021). Co-designing a methodology for workforce development during the personalisation of allied health service funding for people with disability in Australia. BMC Health Services Research, 21, 680. DOI: https://doi.org/10.1186/s12913-021-06711-x

Background: Internationally, health and social services are undergoing creative and extensive redesign to meet population demands with rationed budgets. This has critical implications for the health workforces that serve such populations. Within the workforce literature, few approaches are described that enable workforce development for health professions in the service contexts that emerge from large scale service redesign in times of industry shift. We contribute an innovative and robust methodology for workforce development that was co-designed by stakeholders in allied health during the personalisation of disability funding in Australia (the introduction of the National Disability Insurance Scheme).

Methods: In the context of a broad action research project, we used program logic modelling to identify and enact opportunities for sustainable allied health education and workforce integration amidst the changed service provision context. We engaged with 49 industry stakeholders across 92 research engagements that included interviews (n = 43), a workshop explicitly for model development (n = 8) and a Project Advisory Group (n = 15). Data from these activities were inductively coded, analysed, and triangulated against each other. During the program logic modelling workshop, we worked with involved stakeholders to develop a conceptual model which could be used to guide trial and evaluation of allied health education which was fit-for-purpose to emerging workforce requirements.

Results: Stakeholder interviews showed that drivers of workforce design during industry shift were that (1) service provision was happening in turbulent times; (2) new concerns around skills and professional engagement were unfolding for AHP in the NDIS; and (3) impacts to AHP education were being experienced. The conceptual model we co-designed directly accounted for these contextual features by highlighting five underpinning principles that should inform methodologies for workforce development and AHP education in the transforming landscape: being (1) pedagogically sound; (2) person- or family-centred; (3) NDIS compliant; (4) informed by evidence and (5) having quality for all. We use a case study to illustrate how the co-designed conceptual model stimulated agility and flexibility in workforce and service redesign.

Conclusions: Proactive and situated education of the emerging workforce during policy shift is essential to realise future health workforces that can appropriately and effectively service populations under a variety of changing service and funding structures – as well as their transitions. We argue that collaborative program logic modelling in partnership with key stakeholders including existing workforce can be useful for broad purposes of workforce (re)design in diverse contexts.

Forlano, L. (2021). Dispatches on humanity from a disabled cyborg. In S. Maffei (Ed.), Galaxy of Design Research [Feature Issue]. Diid disegno industriale industrial design No. 75, 7. DOI:  https://doi.org/10.30682/diid7521g

This essay engages with the more than human from the perspective of the disabled cyborg in order to explore themes around human-machine relations and pluriversal design in the context of hundreds of years of dehumanization. Drawing on my own experiences with “smart” medical devices I argue for the value of autoethnographic accounts and praxis as a mode of expanding who can participate in the production of knowledge as well as in the field of design. In the quest for new design practices around the more than human, I ask who is missing from these conversations and why?

Foster, D. (2024). Co-production with disabled people during the pandemic: The creation of a new political discourse that acknowledges the role of human rights in policymaking in Wales. Scandinavian Journal of Disability Research, 26(1), 410–422. DOI:  https://doi.org/10.16993/sjdr.1054.

The Government of Wales acknowledged the disproportionately negative impact of COVID-19 on disabled people by establishing an enquiry led and controlled by them. The outcome, a report written by disabled people, evidenced the impact of past social and health inequalities, failures in social policy, and concerns about human rights. In response, the Welsh Government established a Disability Rights Taskforce to co-produce a 10-year Disability Rights Action Plan. The Taskforce of policy makers and disabled people is governed by four agreed principles: the social model of disability; the value of disabled people’s lived experiences; co-production, and the incorporation of the UNCRDP1 into Welsh law. This article reflects on the challenges and achievements and wider learning from the Taskforce’s work.

Fraser-Barbour, E., Robinson, S., Gendera, S., Burton-Clark, I., Fisher, K. R., Alexander, J. & Howe, K. (2023). Shifting power to people with disability in co-designed research. Disability & Society. DOI: https://doi.org/10.1080/09687599.2023.2279932.

This paper explores tensions navigated by researchers and project leaders when involving people with disability as experts in co-design and in the core team. Part of an evaluation aiming to improve paid employment of people with intellectual disability is used to consider this work. Assemblage analysis of the data assisted in identifying a range of material and social conditions, flows, and factors that de- and re-territorialise power in the co-design process. The expertise of people with disability informed research design. Structural conditions of funding and institutional support were foundational to the co-design. These included accessible practices, core roles for people with disability and resolving ableist conditions. Power shifts were easily undermined by institutionalised norms that disrespected the co-design contributions. When people in decision-making positions and allies recognised the value of codesigning research, it was key to centring valuable knowledge in articulating key issues, methodology, and analysis.

Froehlich, J. E., Brock, A. M., Caspi, A., Guerreiro, J., Hara, K., Kirkham, R., Schöning, J., & Tannert, B. (2019, March-April). Grand challenges in accessible maps. Interactions, 26(2), 78–81. DOI: https://doi.org/10.1145/3301657

In this forum we celebrate research that helps to successfully bring the benefits of computing technologies to children, older adults, people with disabilities, and other populations that are often ignored in the design of mass-marketed products.

Fudge Schormans, A., Wilton, R., & Marquis, N. (2019, September). Building collaboration in the co-production of knowledge with people with intellectual disabilities about their everyday use of city space. In L. Holt, J. Jeffries, E. Hall & A. Power (Eds.), Geographies of Co-production: Learning from Inclusive Research Approaches at the Margins [Special Issue]. Area, 51(3), 415-422. DOI: https://doi.org/10.1111/area.12492

We engage with scholarship in participatory geographies and critical disability studies to consider the difficulties and prospects of co-producing knowledge with people with intellectual disabilities in a project examining their uses of urban public space. The research employed an inclusive, collaborative design and had an explicit focus on social change, articulated in the research process (e.g., the development of research and self-advocacy skills) and outcomes (e.g., lobbying to improve material conditions, challenging ableist assumptions about “intellectual disability”). Our analysis highlights three tensions: the time/spaces constraints faced in “slow” participatory work, the nature and duration of relationships among collaborators and the shifting relations of power and influence within the project. We reflect critically on how these tensions were negotiated and what lessons might be learned for participatory practice.

Galán, I. G. (2022, June). Unlearning ableism: Design knowledge, contested models, and the experience of disability in 1970s Berkeley. Journal of Design History, epac018. DOI:  https://doi.org/10.1093/jdh/epac018

This article explores the design pedagogies developed through the alliance between disability activists at the Center for Independent Living (CIL) and a number of faculty led by Raymond Lifchez at U.C. Berkeley in the 1970s and 80s. Founded by Bay Area activists including disabled students at U.C. Berkeley, the CIL provided a critical platform for advocacy and services within the disability community. In a number of seminars and studios, Lifchez and others followed the initiatives of the CIL, documented the transformation of the built environment by disabled individuals in Berkeley, and incorporated their experiences in the design process. Rather than approaching disabled individuals as bearers of special needs, a number of specific pedagogical strategies explored their expertise and resourcefulness and incorporated them as informants, consultants, and designers. Supported by archival sources, oral histories, and publications of the period, this article contributes to ongoing discussions concerning the relationship between design and the environmental and social construction of disabilities as well as to the definition of design and architecture expertise. These pedagogies critically mobilized models to advance partial and flexible design interventions and simultaneously transformed the classroom into a model that challenged the naturalization of able-bodiedness in the built environment.

Ganesh, K., & Lazar, A. (2021). The work of workplace disclosure: Invisible chronic conditions and opportunities for design. PACM on Human-Computer Interaction, 5(CSCW1), Article 73. DOI: https://dl.acm.org/doi/10.1145/3449147

Health disclosure at work is complicated for people with invisible chronic conditions. Due to the lack of visible symptoms, invisible conditions affect the work life of people in ways that are not obvious to others. This study examines how people disclose and conceal their conditions in the workplace and opens the design space for this topic. In the first phase, we analyzed posts on two subreddit forums, r/migraine and r/fibromyalgia, and found a range of strategies that individuals use to disclose or conceal their conditions. In the second phase, we created five technological design concepts based on these strategies that were shown to eight people with migraines or fibromyalgia in semi-structured interviews. Based on these phases, we contribute understandings of disclosure and concealment of invisible conditions in the workplace for future research, such as potential areas for intervention ranging from individual to societal level efforts, as well as the potential and limitations of relying on empathy from others.

Graeme. (2021, August 12). A11y and Neurodiversity in Design: Towards a more Inclusive Web. Prototypr Digest Issue #210. 

Curated list of articles on neurodiversity, accessibility and more with a focus on the web.

Groulx, M., Freeman, S, & Lemieux, C. (2022, March). Accessible nature beyond city limits – A scoping review. Journal of Outdoor Recreation and Tourism, 37. DOI: https://doi.org/10.1016/j.jort.2022.10049

The health and well-being benefits of nature contact are well known, but inequitably distributed across society. Focusing on the access needs of persons with a disability, the purpose of this study was to systematically examine research on the accessibility of nature-based tourism and recreation spaces outside of urban/community settings. Following a scoping review methodology, this study sought to examine policies, services, physical infrastructures, and regulatory standards intended to enable equitable use of nature-based settings by individuals of all ages and abilities, particularly persons with a disability. In total, 41 relevant studies were identified and analyzed. Findings indicate that there are considerable gaps in the provision of services and information that enable self-determination in the use and enjoyment of nature, and that accessibility in nature-based settings is conceptualized through three interrelated policy/design pathways: the adaptation pathway, the accommodation pathway, and the universal design pathway. As a whole, accessibility policy and standards research specific to natural settings outside of urban/community settings is highly limited.

Management implications: There are growing calls to promote inclusive nature experiences in tourism and recreation spaces outside of community settings. Management of such spaces must reconcile equity concerns with a host of other priorities like environmental conservation. In the case of promoting universal accessibility, few studies offer insight into the detailed standards that must be met to create barrier-free access, let alone how to integrate such standards with other management priorities. Transdisciplinary research partnerships that involve management personnel, environmental and public health researchers, and persons with a disability are needed to identify effective management synergies.

Guedes, L. S., Gibson, R. C., Ellis, K., Sitbon, L., & Landoni, M. (2022, October). Designing with and for People with Intellectual Disabilities. ASSETS ’22: Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility, Article No.: 106. DOI: https://doi.org/10.1145/3517428.3550406.

People with intellectual disabilities often experience inequalities that affect the standard of their everyday lives. Assistive technologies can help alleviate some of these inequalities, yet abandonment rates remain high. This is in part due to a lack of involvement of all stakeholders in their design and evaluation, thus resulting in outputs that do not meet this cohort’s complex and heterogeneous needs. The aim of this half-day workshop is to focus on community building in a field that is relatively thin and disjointed, thereby enabling researchers to share experiences on how to design for and with people with intellectual disabilities, provide internal support, and establish new collaborations. Workshop outcomes will help to fill a gap in the available guidelines on how to include people with intellectual disabilities in research, through more accessible protocols as well as personalised and better fit-for-purpose technologies.

Guffey, E. (Ed.). After Universal Design: The Disability Design Revolution. New York: Bloomsbury Publishing.

How might we develop products made with and by disabled users rather than for them? Could we change living and working spaces to make them accessible rather than designing products that “fix” disabilities? How can we grow our capabilities to make designs more “bespoke” to each individual? After Universal Design brings together scholars, practitioners, and disabled users and makers to consider these questions and to argue for the necessity of a new user-centered design.

As many YouTube videos demonstrate, disabled designers are not only fulfilling the grand promises of DIY design but are also questioning what constitutes meaningful design itself. By forcing a rethink of the top-down professionalized practice of Universal Design, which has dominated thinking and practice around design for disability for decades, this book models what inclusive design and social justice can look like as activism, academic research, and everyday life practices today.

With chapters, case studies, and interviews exploring questions of design and personal agency, hardware and spaces, the experiences of prosthetics’ users, conventional hearing aid devices designed to suit personal style, and ways of facilitating pain self-reporting, these essays expand our understanding of what counts as design by offering alternative narratives about creativity and making. Using critical perspectives on disability, race, and gender, this book allow us to understand how design often works in the real world and challenges us to rethink ideas of “inclusion” in design.

Hamraie, A. (2013). Designing collective access: A feminist disability theory of universal design. In S. Tremain (Ed.), Improving Feminist Philosophy and Theory By Taking Account of Disability [Special Issue]. Disability Studies Quarterly, 33(4). DOI: https://doi.org/10.18061/dsq.v33i4.3871

Universal Design (UD) is a movement to produce built environments that are accessible to a broad range of human variation. Though UD is often taken for granted as synonymous with the best, most inclusive, forms of disability access, the values, methodologies, and epistemologies that underlie UD require closer scrutiny. This paper uses feminist and disability theories of architecture and geography in order to complicate the concepts of “universal” and “design” and to develop a feminist disability theory of UD wherein design is a material-discursive phenomenon that produces both physical environments and symbolic meaning. Furthermore, the paper examines ways in which to conceive UD as a project of collective access and social sustainability, rather than as a strategy targeted toward individual consumers and marketability. A conception of UD that is informed by a politics of interdependence and collective access would address the multiple intersectional forms of exclusion that inaccessible design produces.

Hamraie, A. (2016). Universal design and the problem of “post-disability” ideology. Design and Culture: The Journal of the Design Studies Forum, 8(3), 285-309. DOI: https://doi.org/10.1080/17547075.2016.1218714.

Although Universal Design gains popularity as a common sense strategy for crafting built environments for all users, accessibility for disabled people remains a marginal area of inquiry within design practice and theory. This article argues that the tension between accessibility and Universal Design stems from inadequate critical and historical attention to the concept of disability as it relates to discourses of “good design.” This article draws upon critical disability theory to reveal the persistence of “post-disability” narratives and “ideologies of ability” from the eugenics era into the present theory and practice of Universal Design.

Hamraie, A. (2017). Building access: Universal design and the politics of disability. Minneapolis: University of Minnesota Press.

Building Access investigates twentieth-century strategies for designing the world with disability in mind. Illustrated with a wealth of rare archival materials, this book brings together scientific, social, and political histories in what is not only the pioneering critical account of Universal Design but also a deep engagement with the politics of knowing, making, and belonging in twentieth-century United States.

Hamraie, A. (2018). Enlivened city: Inclusive design, biopolitics, and the philosophy of liveability. Built Environments, 44(1), 77-104. DOI: https://doi.org/10.2148/benv.44.1.77

Shortly after the United States announced its withdrawal from the Paris climate accords, mayors of global cities committed to addressing climate change via urban-scale projects aimed at promoting liveable, sustainable, and healthy communities. While such projects are taken for granted as serving the common good, this paper addresses the ideological dimensions of planning liveable cities with health promotion in mind. Liveability, I argue, is a normative ideology wherein liveliness and activation perform affective roles, associating urban design methods with feel-good imagined futures while rendering built structures as polemics against disabled and racialized populations. Using Nashville, Tennessee, a mid-sized US city, as a case study, the paper parses the progressive vision of the liveable city from the ideologies, political economies, and development practices that simultaneously activate some lives while excluding others.

Hamraie, A., & Fritsch, K. (2019). Crip technoscience manifesto. In K. Fritsch, A. Hamraie, M. Mills, & D. Serlin (Eds.), Special Section on Crip Technoscience. Catalyst: Feminism, Theory, Technoscience, 5(1), 1-34. DOI: https://doi.org/10.28968/cftt.v5i1.29607

As disabled people engaged in disability community, activism, and scholarship, our collective experiences and histories have taught us that we are effective agents of world-building and -dismantling toward more socially just relations. The grounds for social justice and world-remaking, however, are frictioned; technologies, architectures, and infrastructures are often designed and implemented without committing to disability as a difference that matters. This manifesto calls attention to the powerful, messy, non-innocent, contradictory, and nevertheless crucial work of what we name as ‘crip technoscience,’ practices of critique, alteration, and reinvention of our material-discursive world. Disabled people are experts and designers of everyday life. But we also harness technoscience for political action, refusing to comply with demands to cure, fix, or eliminate disability. Attentive to the intersectional workings of power and privilege, we agitate against independence and productivity as requirements for existence. Instead, we center technoscientific activism and critical design practices that foster disability justice.

Hendren, S. (2020). What can a body do? How we meet the built world. New York: Penguin Random House. 

Furniture and tools, kitchens and campuses and city streets—nearly everything human beings make and use is assistive technology, meant to bridge the gap between body and world. Yet unless, or until, a misfit between our own body and the world is acute enough to be understood as disability, we may never stop to consider—or reconsider—the hidden assumptions on which our everyday environment is built.

In a series of vivid stories drawn from the lived experience of disability and the ideas and innovations that have emerged from it—from cyborg arms to customizable cardboard chairs to deaf architecture—Sara Hendren invites us to rethink the things and settings we live with. What might assistance based on the body’s stunning capacity for adaptation—rather than a rigid insistence on “normalcy”—look like? Can we foster interdependent, not just independent, living? How do we creatively engineer public spaces that allow us all to navigate our common terrain? By rendering familiar objects and environments newly strange and wondrous, What Can a Body Do? helps us imagine a future that will better meet the extraordinary range of our collective needs and desires.

Holloway, C. (2019, March-April). Disability interaction (DIX): A manifesto. Interactions, 26(2), 44-49. DOI: https://doi.org/10.1145/3310322

“Disability has often spurred designers to create novel technologies that have later become universal; for example, both the typewriter and the commercial email client originated from a need to communicate by blind and deaf people. The design constraints imposed by disability have pushed ingenuity to thrive within the design process. Recent technological advances in artificial intelligence (AI), the Internet of Things, and pervasive computing provide great scope for designers and researchers to explore this symbiosis when considering future innovations for disability, as well as for society at large. Here, we propose a new agenda for harnessing such opportunities; we call it disability interaction (DIX). DIX views disability as a source of innovation, one that can push the boundaries of the possible” (pp. 44-45).

Holloway, C., & Barbareschi, G. (2022). Disability interactions: Creating inclusive innovations [Synthesis Lectures on Human-Centered Informatics (SLHCI) Series]. Cham, Switzerland: Springer. DOI: https://doi.org/10.1007/978-3-031-03759-7

Disability interactions (DIX) is a new approach to combining cross-disciplinary methods and theories from Human Computer Interaction (HCI), disability studies, assistive technology, and social development to co-create new technologies, experiences, and ways of working with disabled people. DIX focuses on the interactions people have with their technologies and the interactions which result because of technology use. A central theme of the approach is to tackle complex issues where disability problems are part of a system that does not have a simple solution. Therefore, DIX pushes researchers and practitioners to take a challenge-based approach, which enables both applied and basic research to happen alongside one another. DIX complements other frameworks and approaches that have been developed within HCI research and beyond. Traditional accessibility approaches are likely to focus on specific aspects of technology design and use without considering how features of large-scale assistive technology systems might influence the experiences of people with disabilities. DIX aims to embrace complexity from the start, to better translate the work of accessibility and assistive technology research into the real world. DIX also has a stronger focus on user-centered and participatory approaches across the whole value chain of technology, ensuring we design with the full system of technology in mind (from conceptualization and development to large-scale distribution and access). DIX also helps to acknowledge that solutions and approaches are often non-binary and that technologies and interactions that deliver value to disabled people in one situation can become a hindrance in a different context. Therefore, it offers a more nuanced guide to designing within the disability space, which expands the more traditional problem-solving approaches to designing for accessibility. This book explores why such a novel approach is needed and gives case studies of applications highlighting how different areas of focus—from education to health to work to global development—can benefit from applying a DIX perspective. We conclude with some lessons learned and a look ahead to the next 60 years of DIX.

Howlett, R., Sitbon, L., Hoogstrate, M., Sundeepa Balasuriya, S. (2021, October). Accessible citizen science, by people with intellectual disability In ASSETS ’21: The 23rd International ACM SIGACCESS Conference on Computers and Accessibility 2021 Article No.: 48, 1–3. DOI: https://doi.org/10.1145/3441852.3476558

This research explores the conditions and opportunities for citizen science applications to enhance their accessibility to people with intellectual disability (ID). In this paper, we present how the knowledge gathered by co-designing with a group of 3 participants with ID led to a design judged accessible and engaging by another group of 4 participants with ID. We contribute the key elements of that design: static subject, visual engagement, embodiment and social connectedness.

Hudson, W. (2019, March-April). Asperger’s syndrome, autism, and camouflaging: Reduced empathy revisited. Interactions, 26(2), 55–59. DOI: https://doi.org/10.1145/3305356

“The autism spectrum has an important role in technology fields. High systemizing skills are obviously very valuable in technological ventures, but the concomitant reduction in empathy raises real risks for interactive systems. We need to better understand and communicate these issues so that staff on the autism spectrum are more likely to be recruited and feel supported in their working environment. At the same time, we should recognize that higher adoption rates of user-centered methods are needed to ensure that users are involved throughout the development process: from early research through to regular usability evaluations” (p. 59).

Ignagni, E., Chandler, E., Collins, K., Darby, A., & Liddiard, K. (2019). Designing access together: Surviving the demand for resilience. Canadian Journal of Disability Studies, 8(4), 293–320. DOI: https://doi.org/10.15353/cjds.v8i4.536.

Together we engaged in a project to co-design and co-create a fictional near-future world that would enable us to interrogate our present techno-social dilemmas.  Accessibility was central to our workshop for the way that access is always central to enacting crip, mad, Deaf, and spoonie[1] communities.  Without access, we cannot meet, discuss, share, struggle, fight, dismantle or create. Crucially, access was tied to our desire to co-create crip near-futures.

[1] The term spoonie refers to those who live with chronic conditions. Miserandino, C. (n.d.). Retrieved from: https://butyoudontlooksick.com/articles/written-by-christine/the-spoon-theory/

Imrie, R. (2011). Universalism, universal design and equitable access to the built environment. Disability and Rehabilitation34(10), 873–882. DOI: https://doi.org/10.3109/09638288.2011.624250.

Purpose: The concept of universal design (UD) has acquired global significance and become orthodoxy of what is presented as the very best of design practice. This is despite limited evaluation of the theoretical content of the concept. This article seeks to redress this shortfall in knowledge by providing a critique of the theoretical and conceptual components that underpin the principles of universal design.

Method: Commentary.

Results: The content of UD appears to be reductive and functionalist, with an appeal to discourses of technical flexibility, or the notion that the problems confronting disabled people by poorly designed built environments may be redressed by recourse to technical and management solutions. UD is characterized by its advocation of the marketization of access as the primary means to ensure the accessibility of products, including the built environment. This has the potential to reduce the “right to access” to a right to be exercised through a market presence or transaction. There is also lack of clarity about what advocates of UD understand universalism to be, as illustrated by evidence of some ambivalence towards specialist or particular design solutions.

Conclusions: UD provides a useful, yet partial, understanding of the interrelationships between disability and design that may limit how far inequalities of access to the built environment can be overcome.

Jakupi, A., Morina, G., & Hasimja, D. (2023). Architecture challenges in attaining a complete education cycle for people with disabilities: Sharing experience from Kosovo. Journal of Accessibility and Design for All13(1), 94–112. DOI: https://doi.org/10.17411/jacces.v13i1.369.

Background: Education is continuing to develop different academic roles and services to meet the needs of society. The important value of education is more underlined in their built environment when they were supposed to undertake careful designs to avoid non-accessibility among space users. They also aim to create a good, efficient, and safe environment inside their premises. The built environment is a severe share of people with disabilities (PWDs)* attendance and continuation of the educational cycle. Objectives: Exploring the preparedness of the educational built environment in Kosovo for the PWD’s accessibility concerning building design modifications when ensuring adequate education, socialization, and a safe environment. Consequently, it reveals the contrasting ways architects and educational institutions outline and design for PWDs, and the range of doubtful models and approaches they bring to bear upon processes of architectural production and designing for PWDs (Hall et al., 1999). Furthermore, to understand the importance of architecture as one of the main factors influencing the education cycle of PWDs. Finally, and most importantly, how architecture causes this journey to stop. Methods: The descriptive research method’s survey, observation, and case study approach helps investigate the topic more in-depth and multi-sided. The research is conducted in all four educational levels: preschool, elementary school, high school, and higher education institutions. Conclusions: All four educational levels (preschool, elementary school, high school, university/college) showcase more or less the same physical barriers, but what needs to be noted is that the higher education facilities foster more PWDs accessibility than preschool or elementary school. Nevertheless, it is of utmost importance that the first levels of educational facilities have fulfilled the universal design standards, thus not discontinuing the educational cycle from the beginning and creating involuntary isolation and social non-inclusion. As a result, it will further influence thinking and how architects design in their practice besides sharing Kosovo’s experience. The concept deals with the recommendations proposed on two scenarios for the Kosovo relevant institutions, the architect’s community and educational institutions.

Joseph, S., & Namboodiri, V. (2023). Measuring economic benefits of built environment accessibility technologies for people with disabilities. Studies in Health Technology and Informatics, 306, 381-388. DOI: https://doi.org/10.3233/shti230648.

Given the challenges of wayfinding in large indoor built environments, especially for persons with disabilities (PWDs), a new class of accessible technologies called built environment accessible technologies (BEAT) are being developed. Such technologies are envisioned to help achieve product and opportunity parity for PWDs. The impact and adoption of these BEATs depends largely on clear and quantifiable (tangible and intangible) economic benefits accrued to the end-users and stakeholders. This paper describes the results of a survey conducted to measure potential benefits in terms of quality of life and quality of work life (work productivity) by increased accessibility provisions within built environments as it relates to navigation for PWDs and those without disabilities. Results of this work indicate that BEATs have the greatest potential to improve mobility and exploratory activities for people with disabilities, exploratory activities for people without disabilities, and improve job security for everyone.

Kille-Speckter, L., and Nickpour, F. (2022) The evolution of inclusive design: A first timeline review of narratives and milestones of design for disability. In D. Lockton, S. Lenzi, P. Hekkert, A. Oak, J. Sádaba, & P. Lloyd (Eds.), DRS2022: Bilbao, 25 June – 3 July, Bilbao, Spain. DOI: https://doi.org/10.21606/drs.2022.690.

This paper sets out to critically review the history of Inclusive Design on two distinct levels, i.e. the narratives that shape it and the historical milestones which contribute to its evolution. Through an illustrative review of literature and object ethnography, two sets of timelines are outlined. First, a milestone timeline helps establish the chronological evolution of Inclusive Design based on historical milestones and sociocultural perspectives. Second, a narrative timeline helps uncover the underlying narratives around matters of disability, design and inclusivity, and how they evolved. Though identifying historical and emerging shifts in mentality, the timeline review of narratives and milestones offer granular as well as holistic views on Inclusive Design as a field in need of more critically reflective approaches – conceptually and in practice.

Luchs, C. (2021). Graduate Member Musings: Considering neurodiversity in learning design and technology. TechTrends, 65, 923–924. DOI: https://doi.org/10.1007/s11528-021-00667-9

“Following in the footsteps of the Culture Learning, and Technology Graduate Student Collective’s (Clark-Stallkamp et al., 2021) focus on how positionality affects our design and our field, this article seeks to highlight the often overlooked neurotypical positionality in our LDT design and research. This call for critical theories, models and practices that question or replace the dominant deficit narrative is especially important considering the rapidly growing number of students with disabilities our institutions are serving (Clouder et al., 2020). Much of our learning design is based on what we have traditionally considered normal (neurotypical) learning rates of reading, comprehension, and recall. However, as we become more inclusive organizations and embrace our unique intersectionalities, what happens when more and more of our students, staff, and colleagues do not identify as neurotypical?”

McDonald, K., Schwartz,. A., & Fialka-Feldman, M. (2021). Belonging and knowledge production: Fostering influence over science via participatory research with people with developmental disabilities. In J. L. Jones & K. L. Gallus (Eds.), Belonging and resilience in individuals with developmental disabilities: Community and family engagement [Emerging Issues in Family and Individual Resilience Series] (pp. 97-118). Cham, Switzerland: Springer. DOI: https://doi.org/10.1007/978-3-030-81277-5_7

Research with people with developmental disabilities has a bleak history, marred by abuse and exclusion. In order to enhance the ability of science to promote the quality of life and human rights for all, we must transform relationships between scientists and individuals with developmental disabilities. Authentically partnering with community researchers with developmental disabilities is an ethical approach to enhance research quality and social validity. This chapter discusses historical and ethical issues related to previous research, followed by actions scientists without developmental disabilities can take to foster belonging of researchers with developmental disabilities in research partnerships, and beyond. Scientists can begin by developing a foundation in disability history and rights and becoming an ally and advocate for inclusion. Long-term and mutual relationships are critical for research partnerships, and full and authentic inclusion are facilitated by structures that show respect and foster engagement, participation, and shared decision-making. Additionally, transformative scientific relationships require ongoing reflective practice.

Mikulak, M., Ryan, S., Bebbington, P., Bennett, S., Carter, J., Davidson, L., Liddell, K., Vaid, A., & Albury, C. (2022, March). ‘’Ethno…graphy?!? I can’t even say it”: Co-designing training for ethnographic research for people with learning disabilities and carers. British Journal of Learning Disabilities, 50(1), 52-60. DOI: https://doi.org/10.1111/bld.12424

Background: There is a strong ethical case and an urgent need for more participatory research practices in disability research but a lack of resources to support this. It is important to involve people with learning disabilities and carers at all stages, including when designing training for co-research.

Methods: We co-developed training materials to support people with learning disabilities and carers to work as ethnographic co-researchers and for academic researchers to facilitate co-research. We focused on what people with learning disabilities and carers thought was important to learn.

Findings: Whilst not all types of research methods are easy to democratise, ethnographic observation is a research method that lends itself well to participatory co-research.

Conclusions: For people to be able to meaningfully participate, research processes need to become more accessible and transparent. Training that considers the needs and priorities of people with learning disabilities and carers and addresses the confidence gap is key for meaningful co-research.

Accessible Summary

  • We are a team of academic researchers, people with learning disabilities and carers. We worked together to design training materials for people with learning disabilities and carers to work as co-researchers on research projects.
  • The training was for doing a type of research called ethnography. When you do ethnography, you spend time with people to learn about their lives.
  • In this article, we describe what we did and what we learnt.
  • We think more people with learning disabilities and carers should be involved in research but many do not have the confidence to do it. Training can help with that.
  • We also think that ethnography is a type of research that can be easier to do than other types of research. This is because ethnography uses the skills lots of us already have the following: watching, listening and talking to people.

Mondelli, M,. & Justice, J. (2023). Aesthetic In-Access: Notes from a CripTech Metaverse Lab. Leonardo 2023; DOI: https://doi.org/10.1162/leon_a_02491.

“Metaverse” technologies, such as spatial audio, virtual reality (VR), and augmented reality (AR), present new possibilities for disabled artists. To explore how artists use metaverse technologies – as well as the frictions that inhibit access – the authors describe the events of “CripTech Metaverse Lab,” which invited a cohort of disabled artists for a three-day workshop featuring metaverse experiences and a speculative design lab. Observing how participants creatively navigated these encounters, we introduce “aesthetic in-access” as a shared praxis developed by disabled users that transforms barriers to access into artistic expression. In doing so, we outline a metaverse future that centers disabled expression and joy.

Moore, A., Keller, J. S., Reilly-Sanders, E., & Williamson, B. (2022). Towards an accessible crit: Disability and diversity in architectural reviews. In G. Napell & S. Mueller (Eds.), 2022 AIA/ACSA Intersections Research Conference: Resilient Futures, October 6-7, 2022 (pp. 16-23). Washington, DC: Association of Collegiate Schools of Architecture (ASCA). DOI: https://doi.org/10.35483/ACSA.AIA.Inter.22.2.

The United Nations and many of the world’s governments define accessibility in the built environment as a human right, and U.S. architectural degree accreditation requires that accessible design be included in architectural degree curricula. However, architecture programs themselves have rarely been examined for their (in)accessibility. Looking at the architectural critique, or the crit, we note barriers for people with physical, sensory, mental, and cognitive disabilities including uncomfortable seating, long sessions with few breaks, and high-pressure extemporaneous speaking. These practices often go unquestioned, but the inaccessibility of crits is part of an overall culture of discouragement and discrimination for anyone who does not fit traditional expectations, and particularly people with disabilities. An accessible crit consciously addresses the range of abilities and needs that may be present among both students and critics. Here we highlight four different perspectives on accessibility: historical representation of disabled people in architecture training, diversity and equity-focused practices in critiques, applying constructivist pedagogy to architectural critiques, and accessibility as critical to sustainability and resilience. Each perspective offers opportunities for transforming the traditional crit to better meet the needs of participants while furthering architectural education. Disability is rarely included in professional discussions of diversity; for example, the American Institute of Architects (AIA) keeps statistics on members’ race, ethnicity, and gender, but not disability. Meanwhile, statistics on college and graduate students show a significant portion who experience disability, including physical and sensory disabilities along with the “invisible” disabilities of mental illness, neurodiversity, and chronic illness. Since 2020 the physical and mental stresses of higher education have been even more apparent, as well as related stresses of both in-person and remote learning during a pandemic. Rather than returning to “normal” operations that present barriers, we propose taking this moment to re-examine one of the most fundamental practices in architectural education, and using it to leverage a more equitable and productive learning environment.

 

Motahar,  T., Brown, N., Stampfer Wiese, E., & Wiese, J. (2024). Toward building design empathy for people with disabilities using social media data: A new approach for novice designers. In DIS ’24: Proceedings of the 2024 ACM Designing Interactive Systems Conference (pp. 3145-3160). New York: Association for Computing Machinery. DOI: https://doi.org/10.1145/3643834.3660687.

Design empathy is a core HCI concept for understanding user perspectives in design processes. Although researchers advocate for leveraging design empathy in the design of assistive technology, educating novice designers about this is challenging; this is especially true in HCI classrooms when the target population includes people with disabilities, and students who do not have a disability are less aware of the diversity of disability. To help students better understand disability experiences, HCI education often adopts “be-like” (mimicking disabled-experience) approaches. However, accessibility researchers advocate adopting the “be-with” approach—learning about other’s experiences through companionship. To mitigate the logistical challenges of being-with in a classroom setting, we developed a “be-connected” approach, which facilitates learning about the disability experience through the narratives of real individuals. Using social media posts from a spinal cord injury subreddit, we developed and deployed an activity aiming to develop design empathy. Our qualitative evaluation showed a notable transformation in students’ design thinking process, suggesting an opportunity to leverage social media data to learn about disabled perspectives and develop design empathy.

Murray, V. (2019, September). Co-producing knowledge: Reflections on research on the residential geographies of learning disability. In L. Holt, J. Jeffries, E. Hall & A. Power (Eds.), Geographies of Co-production: Learning from Inclusive Research Approaches at the Margins [Special Issue]. Area, 51(3), 423-432. DOI: https://doi.org/10.1111/area.12491

Most adults are able to take some control over where they live and are able to reflect on their migration histories, those places where they have lived and worked, and those places where they might aspire to live in the future. These life-altering decisions have been negotiated either autonomously or in conjunction with significant others in their lives. For some adults, most notably those with learning disabilities, these life decisions are partially, if not wholly, made for them by others. It is therefore the aim of this paper to uncover more about the decision-making opportunities afforded to people with learning disabilities regarding their home-spaces as they navigate “moving landscapes” that they have perhaps not envisaged for themselves. The paper identifies the need for a co-production of knowledge that recognises alternative methods of communication and participation in research, which seeks to de-mystify the authentic, and perhaps mundane, realities of living with a learning disability. Indeed, some geographers have questioned the integrity of research that fails to allow those with learning disabilities to control at least some part of the process. And so, by embracing lives that are “differently normal,” the paper seeks to challenge the role of the expert by engaging with methods that allow the distinction between researched and researcher to become blurred, allowing the voice of the learning-disabled individual clearly to be heard. Finally, the paper will discuss the disconnect between intended methodological approaches and those undertaken “in the field.”

National Endowment for the Arts. (2021, October). Disability design: Summary report from a field scan. Washington, DC: National Endowment for the Arts’ Accessibility Office in collaboration with the Design Program.

To better understand current trends in the disability design field, the NEA commissioned a field scan, which included a review of recent research and news articles as well as interviews with key subject matter experts. This report provides a summary of the field scan, sharing current trends and making recommendations for disability design in public spaces and for the human body and mind.

Also available is a podcast episode featuring an interview between Joshua Halstead, researcher for the report and Grace Jun, CEO of Open Style Lab.

Nilsson, E.M., Lundälv, J., & Eriksson, M. (2022). Design opportunities for future development of crisis communication technologies for marginalised groups – Co-designing with Swedish disability organisations. In M. Fabri & N. Newbutt (Eds.), Designing Enabling Technologies for Marginalised Groups [Special Issue]. Journal of Enabling Technologies, 16(3), 159-171. DOI: https://doi.org/10.1108/JET-01-2022-0006.

Purpose: The purpose is to firstly, provide an example of how voices of people with various disabilities (motor, visual, hearing, and neuropsychiatric impairments) can be listened to and involved in the initial phases of a co-design process (Discover, Define). Secondly, to present the outcome of the joint explorations as design opportunities pointing out directions for future development of crisis communication technologies supporting people with disabilities in building crisis preparedness. The study was conducted during the Covid-19 pandemic.

Design/methodology/approach: The study assumes a design research approach including a literature review, focus group interviews, a national online survey and collaborative (co-)design workshops involving crisis communicators and representatives of disability organisations in Sweden. The research- and design process was organised in line with the Double Diamond design process model consisting of the four phases: Discover, Define, Develop and Deliver, whereof the two first phases are addressed in this paper.

Findings: The analysis of the survey data resulted in a series of challenges, which were presented to and evaluated by crisis communicators and representatives from the disability organisations at the workshops. Seven crisis communication challenges were identified, for example, the lack of understanding and knowledge of needs, conditions and what it means to build crisis preparedness for people with disabilities, the lack of and/or inability to develop digital competencies and the lack of social crisis preparedness. The challenges were translated into design opportunities to be used in the next step of the co-design process (Develop, Deliver).

Originality/value: This research paper offers both a conceptual approach and empirical perspectives of design opportunities in crisis communication. To translate identified challenges into design opportunities starting with a “How Might We”, creates conditions for both researchers, designers and people with disabilities to jointly turn something complex, such as a crisis communication challenge, into something concrete to act upon. That is, their joint explorations do not stop by “knowing”, but also enable them to in the next step take action by developing potential solutions for crisis communication technologies for facing these challenges.

O’Brien, P. (2022). Inclusive Research: Is the Road More or Less Well Travelled? [Special Issue]. Social Sciences, 11(3).

‘In this Special Issue how far have we come in terms of living up to the principles of inclusive research captured in the disability slogan, “Nothing about us without us”, or more pithily, “No researching about us without us” will be explored. The foundational principles of inclusive research were introduced in 2003 by Walmsley and Johnson with outcomes aimed at people with intellectual disability having ownership over the “what” and the “how “of the research agenda. The purpose of this Special Issue on inclusive research is to capture internationally, “Where have we come to?” and “Where do we need to go?” Such questions are relevant now that it has been 18 years since Johnson and Walmsley (2003) first introduced the inclusive research paradigm in their text, Inclusive research with people with learning disabilities: past present and future.

While there has been much growth in people with intellectual disability becoming visible and vocal as researchers across a range of content and methodologies (Jones et al, 2020), there has also been ongoing debate and development associated with Johnson and Walmsley’s foundational principles. Bigby and Frawley (2014a, 2014b) illustrated a three-component framework of inclusive research which ranged from an advisory role, to that of collaboration between co-researchers with intellectual disability and those without, to that of researchers with intellectual disability leading and controlling the research process. Whereas Nind and Vinha (2014) and Riches et al (2017) identified a less divided landscape placing importance on inclusive research being characterised by shared learning, mutuality, and reciprocity.    Riches et al heightened the value of such characteristics by reporting a sense of belonging that came from being a member of an inclusive research team.

Johnson and Walmsley re-joined the debate in 2017 updating their original definition to additionally guide a second generation of inclusive researchers to work towards social change, campaigning for others, as well as standing with others on issues important to them (Walmsley, Strnadova & Johnson, 2018). Beyond the characteristics of the second-generation Milner and Frawley (2019) have called for space for a third wave of inclusive research where the focus is placed on research praxis that is self-directed by the researcher with the lived experience of disability. Such methodology aims to circumvent “othering” that can come from the unquestioned expectation that co-researchers with intellectual disability will fit into the mode of traditional research data collection methods.

The Special Issue promotes inclusive research as a paradigm that has continued to promote transfer of power from those that were once the “researched” to being and becoming the “researchers”. This issue draws upon the work of researchers who have adopted this paradigm to redress the exclusion of people with intellectual disability as partners in the research process. Apart from contributing to the journal in an area of their own interest they reflect as research practitioners on how their involvement in inclusive research has developed over the years. Also, this issue provides opportunities for all members of inclusive research teams to co-author articles through use of accessible innovative contributions. Publishing for authors with intellectual disability has proved challenging (Riches et al, 2020) and this Special Issue supports digital contributions such as video abstracts, video interviews, PowerPoint slide sets and photographs. Such innovation is aimed at bridging the divide between those inclusive research team members that publish and those who do not. Further all articles are cost neutral to bridge the economic gap between salaried and non-salaried researchers. Articles assigned to this special issue include:

  • Inclusive Research in Health, Rehabilitation and Assistive Technology: Beyond the Binary of the ‘Researcher’ and the ‘Researched’
  • Relationships of People with Intellectual Disabilities in Times of Pandemic: An Inclusive Study 
  • A Closer Look at the Quest for an Inclusive Research Project: ‘I Had No Experience with Scientific Research, and then the Ball of Cooperation Started Rolling’
  • On the Road Together: Issues Observed in the Process of a Research Duo Working Together in a Long-Term and Intense Collaboration in an Inclusive Research Project
  • Reflections on Working Together in an Inclusive Research Team
  • Reflecting on the Value of Community Researchers in Criminal Justice Research Projects
  • Doing Research Inclusively: Understanding What It Means to Do Research with and Alongside People with Profound Intellectual Disabilities
  • Inclusive Research and the Use of Visual, Creative and Narrative Strategies in Spain
  • How Being a Researcher Impacted My Life
  • Experiences of Inclusive Action and Social Design Research with Social Workers and People with Intellectual Disabilities
  • Graduating University as a Woman with Down Syndrome: Reflecting on My Education
  • Reflections on the Implementation of an Ongoing Inclusive Research Project
  • Being an Inclusive Researcher in a National Consultation Exercise—A Case Study

Oswal, S. K. (2022). Reshaping the philosophical backdrop for disability-inclusive user experience design: The case of a socially-aware, collaborative, international translation project. In IEEE International Professional Communication Conference (ProComm), Limerick, Ireland (pp. 358-363). DOI: https://doi.org/10.1109/ProComm53155.2022.00073.

This paper extends Bruce Maylath’s translation work to incorporate the values of disability and accessibility as an essential aspect of language work in a digitally-restructured, international industry aimed at supplying on-call translations using online tools integrated in websites and search engines, as well as, the traditional translations. In this paper, first, I briefly discuss a virtual, international collaboration among three classes focusing on the teaching of accessibility in the context of business planning and website design as an example of integrated accessibility pedagogy. In the second half of the paper, I describe the design of a new collaboration that takes Maylath’s translation-based, international collaboration project in the direction of disability inclusion in translation while inviting instructors in our field to participate in virtual, collaborative translation partnerships that would provide a platform for inclusive translation processes and products. The partnership’s aim will be to engage student teams in questions of access for disabled participants in translation work for generating accessible user experiences. Instead of indulging in the rhetoric of social justice or service learning, this approach asks our field to develop professional competency in accessible translation processes and design that honors the rights of users with disabilities to access information on par with all other users, enjoy meaningful and inclusive design experiences, and accept them as participant users and co-designers of translations.

Özdemir, Ş., & Sungur, A. (in press). A model proposal for university campuses in the context of inclusive design. A|Z ITU Journal of the Faculty of Architecture Articles in Press: ITUJFA-92342. DOI: https://doi.org/10.5505/itujfa.2022.92342

Urban public spaces should be shaped according to the need as they occupy an important place in urban development. The campuses serve as a small city due to the facilities and social environment they have and thus emerge as important public spaces. Campus areas affect our attitudes towards education and should be tailored to the needs and designed to cover all campus users. As a modern design approach, the inclusive design philosophy; To create quality spaces by increasing the livability and quality of university campuses as a public space, and to spread this philosophy to the whole society in their professional lives by ensuring that this design concept is placed on university students, who are the main campus users, who will provide the development of the society. It is to determine the problems faced by the users in the university campuses, research the approaches and examples that will allow all users to access the campus equipment, use this equipment as they wish, and develop solutions for the problems encountered. This study aims to create an evaluation model to create an inclusive campus environment. The creation of the checklist, which was prepared as a priority, as detailed in the field study. The field study continued with the implementation and results of the checklist in the selected Davutpaşa campus. The fieldwork carried out in the Davutpaşa campus was divided into four categories: psycho-social arrangements, administrative arrangements, outdoor and indoor physical arrangements.

Pérez Liebergesell, N.,Vermeersch, P., & Heylighen, A. (2021). Urban chandelier: How experiences of being vision impaired inform designing for attentiveness. Journal of Interior Design, 46(1), 73-92. DOI: https://doi.org/10.1111/joid.12192.

Prevailing conceptions of disability in architectural discourse give rise to the devaluing of disabled people’s lived experiences. However, several studies in architecture and disability studies show how disability experience may lead to a careful attentiveness toward the qualities of the built environment that are relevant for design. Using focused ethnography, we examine how architect William Feuerman’s disruptive vision impairment restructured his attention. The insights gained from his experience were incorporated conceptually into his design practice, and the resulting design principles were realized in one of his office’s projects—Urban Chandelier, a design intervention positioned in an urban installation. Feuerman’s experiences encouraged him to deliberately introduce disruption into his design, aiming not to disable everyone, but to make passers-by attentive to their surroundings. He re-organizes people’s modes of attention through the distinct visual qualities of architecture, generating new meaning, in a similar manner as the stroke that affected his attention. We conclude that considering disabled people’s lived experiences demonstrates potential in designing artifacts experientially interesting for a broad population, including but not limited to disabled people.

Pineda, V. S. (Ed.). (2022). Universally Accessible Public Spaces for All [Special Issue]. The Journal of Public Space, 7(2).

At the occasion of the 10th session of the World Urban Forum in Abu Dhabi (2020), the World Blind Union (WBU) and City Space Architecture committed to develop and publish a special issue of The Journal of Public Space with a specific focus on universally accessible public spaces. This voluntary commitment was included in the Forum’s outcome declaration, the Abu Dhabi Declared Actions (2021), intended to support accelerating the implementation of the New Urban Agenda (NUA) and urban dimension of the Sustainable Development Goals (SDGs) during the Decade of Action. In particular this Special Issue is contributing to Goal 17 – Strengthen the means of implementation and revitalize the global partnership for sustainable development, and its outcomes are focusing on Goal 11 – Make cities and human settlements inclusive, safe, resilient and sustainable.

Today, more than half of the world’s population live in cities, 15 percent of them being persons with disabilities. By 2050, 70 percent of the world’s population will live in urban communities including over two billion persons with disabilities and older persons requiring inclusive and accessible infrastructure and services to live independently and participate on an equal basis in all aspects of society. Local and regional governments, and other key urban stakeholders, face immense pressure to adapt strategies, policies, and urban planning and design practices to fully respond to the rights and needs of all persons with disabilities and intersecting social groups.

Pullin, G. (2009). Design meets disability. Cambridge, MA: The MIT Press. 

How design for disabled people and mainstream design could inspire, provoke, and radically change each other.

Eyeglasses have been transformed from medical necessity to fashion accessory. This revolution has come about through embracing the design culture of the fashion industry. Why shouldn’t design sensibilities also be applied to hearing aids, prosthetic limbs, and communication aids? In return, disability can provoke radical new directions in mainstream design. Charles and Ray Eames’s iconic furniture was inspired by a molded plywood leg splint that they designed for injured and disabled servicemen. Designers today could be similarly inspired by disability.

In Design Meets Disability, Graham Pullin shows us how design and disability can inspire each other. In the Eameses’ work there was a healthy tension between cut-to-the-chase problem solving and more playful explorations. Pullin offers examples of how design can meet disability today. Why, he asks, shouldn’t hearing aids be as fashionable as eyewear? What new forms of braille signage might proliferate if designers kept both sighted and visually impaired people in mind? Can simple designs avoid the need for complicated accessibility features? Can such emerging design methods as “experience prototyping” and “critical design” complement clinical trials?

Pullin also presents a series of interviews with leading designers about specific disability design projects, including stepstools for people with restricted growth, prosthetic legs (and whether they can be both honest and beautifully designed), and text-to-speech technology with tone of voice. When design meets disability, the diversity of complementary, even contradictory, approaches can enrich each field.

Purcell, C., Fisher, K. R., Robinson, S., Meltzer, A., & Bevan, N. (2019, September). Co-production in peer support group research with disabled people. In L. Holt, J. Jeffries, E. Hall & A. Power (Eds.), Geographies of Co-production: Learning from Inclusive Research Approaches at the Margins [Special Issue]. Area, 51(3), 405-414. DOI: https://doi.org/10.1111/area.12441

Peer support action research is a co-production method used by groups of people with a shared experience, in order to generate knowledge and mutual assistance. This paper analyses co-production experiences from a recent Australian research project, which formed peer support groups to explore how disabled people were managing their transition to self-directed support. Using the project as a case study and applying a community participation framework derived from social geography, this paper addresses questions about which collaborative mechanisms strengthen peer support research so that the research process and outputs benefit each of the participants involved. The project used a mixed-method, co-production approach. University researchers formed research partnerships with disability community organisations to support the research activity in each Australian state. The community organisations formed peer support groups, facilitated the groups and communicated group processes and findings to the university researchers. The group members and facilitators decided what they wanted to do in the group and how to do it. The academics provided research support, training, a topic guide and resources for group activities. All participants reflected on challenges and lessons learnt and modified the project as it progressed. Both the methods and findings have implications for peer support as co-productive research. The process enhanced the research capacity of the participants, disability community and academics, and strengthened peer support, advocacy and confidence about self-directed support. The findings from the peer support groups about their transition to self-directed support demonstrated their preference for, and trust in, peers as information sources. The regular collective reflections with the facilitators produced an additional level of data collection and analysis that enhanced the quality of the co-production, enabling greater participant control over design and knowledge generation.

Race, L., James, A., Hayward, A., El-Amin, K., Gold Patterson, M., & Mershon, T. (2021, October). Designing sensory and social tools for neurodivergent individuals in social media environments. In ASSETS ’21: The 23rd International ACM SIGACCESS Conference on Computers and Accessibility Article No.: 61, 1–5. DOI: https://doi.org/10.1145/3441852.3476546

Sensory guides and social narratives are learning tools that provide sensory and social support to neurodivergent individuals. These tools—and their design guidelines—have historically been developed for physical environments, such as museums and classrooms. They lack support for social media environments, where sensory stimuli and social contexts can be complex and uncertain. We address these challenges by designing a novel social media sensory guide and social narrative, specifically adapted for social media interaction. We leverage our use case, Twitter Spaces—an audio-only conversation feature in beta. The goal of this pilot study is to determine whether neurodivergent users want sensory guides and social narratives adapted for social media, and if users find them helpful in setting expectations for social media interaction. We evaluate these tools with eight neurodivergent Twitter users, using tasks and thinking aloud. Results indicate a strong potential for adoption of both tools among neurodivergent individuals to reduce overstimulation in social media environments.

Rieger, J., & Rolfe, A. (2021, May). Breaking barriers: Educating design students about inclusive design through an authentic learning framework. The International Journal of Art & Design Education, 40(2), 359-373. DOI: https://doi.org/10.1111/jade.12348

Current studies in design education suggest that students and educators base their designs on what they already know about themselves and their peers, or on stereotypical notions of others. This article presents a critical examination of a pedagogical approach employed in several architecture and interior design studios to determine how best to develop student understanding of how to design for real users and users with abilities different from themselves. This authentic learning approach with spatial design students and teachers from the School of Design, Queensland University of Technology, Australia and with people with differing abilities, used qualitative and quantitative questionnaires, student journals and design studio projects to create a multimodal data set. While there are no simple conclusions, or easy answers to unravel the complexity in creating inclusive designs, our findings point towards enabling new engagements and knowledge processes and scaffolding these activities around authentic learning, so that design students and educators can begin to understand the differing ways of designing for/with people with disabilities. The significance of this research is that it opens up new approaches for teaching design students about inclusive design beyond fake personas, building codes and anthropometric data, and provides evidence of the need for a more holistic, authentic and scaffolded approach.

Safari, M.C., Wass, S. and Thygesen, E., 2021. ‘I got to answer the way I wanted to’: Intellectual disabilities and participation in technology design activities. Scandinavian Journal of Disability Research, 23(1),192–203. DOI: http://doi.org/10.16993/sjdr.798

User involvement in technology design processes can have positive implications for the designed service, but less is known about how such participation affects people with intellectual disabilities. We explored how 13 individuals with intellectual disabilities experienced participation in the design of a transport support application. The study is based on qualitative interviews, photovoice interviews, participant observations, and Smileyometer ratings. A thematic analysis generated the following themes: a sense of pride and ownership, an experience of socialization, and a sense of empowerment. The findings suggest that participation in design activities is a primarily positive experience that develops the participants’ skills. However, experiences such as boredom may occur. The variability within the experiences of the participants show that it is crucial to be aware of individuality, preferences, and personal interests when designing with people with intellectual disabilities.

Sánchez, F. (2018). Enabling geographies: Mapping campus spaces through disability and access. Pedagogy, 18(3), 433–456. DOI: https://doi.org/10.1215/15314200-6936867

This article discusses the advantages of asking students to consider issues of access and disability as they map campus spaces. Putting place-based and mapping pedagogy in conversation with scholarship on disability, I propose that having students learn to better account for different uses of space can help them consider the ideologies that shape spaces.

Seale, J., Colwell, C., Coughlan, T., Heiman, T., Kaspi-Tsahor, D., & Olenik-Shemesh. D. (2021. March). ‘Dreaming in colour’: disabled higher education students’ perspectives on improving design practices that would enable them to benefit from their use of technologies. Education and Information Technologies, 26(2), 1687–1719. DOI: https://doi.org/10.1007/s10639-020-10329-7

The focus of this paper is the design of technology products and services for disabled students in higher education. It analyses the perspectives of disabled students studying in the US, the UK, Germany, Israel and Canada, regarding their experiences of using technologies to support their learning. The students shared how the functionality of the technologies supported them to study and enabled them to achieve their academic potential. Despite these positive outcomes, the students also reported difficulties associated with: i) the design of the technologies, ii) a lack of technology know-how and iii) a lack of social capital. When identifying potential solutions to these difficulties the disabled students imagined both preferable and possible futures where faculty, higher education institutions, researchers and technology companies are challenged to push the boundaries of their current design practices.

Siregar, H. F. M. (2024). Exploring the Relationship Between Media Use and Resilience in the context of green communities. IOP Conference Series: Earth and Environmental Science, Volume 1404, International Symposium and Workshop on Sustainable Buildings, Cities and Communities (SBCC) 2024 27/02/2024 – 29/02/2024 Bandung, Indonesia. DOI: https://doi.org/10.1088/1755-1315/1404/1/012045.

Everyone has a relationship with the spatial space they occupy, this study investigates the dynamic relationship between individuals’ media use patterns and their spatial orientation in a community, the evolving media landscape and people’s mobility patterns have a significant influence on green community and resilience. This study seeks to explore the different effectiveness of vertically and horizontally moving media such as stairs, lifts, ramps, escalators and single loaded and double loaded corridors, the main objective is to investigate the relationship between place media consumption, mobility patterns, and development on sustainable behaviour and personal resilience, a methodological approach will be used by examining the comparison between media use and resilience levels to explore the influence of vertically and horizontally moving media on green community attitudes. The findings are expected to reveal interactions between media users with varying mobility abilities, people’s mobility patterns, green community values, and resilience that impact urban planning, media design, and evolving communities. Understanding the relationship between how people move both horizontally and vertically with green communities and resilience is crucial in promoting sustainable development and environmental behaviour in the context of evolving media landscapes and human mobility.

Skillington, T., & Kirsch, J. M. (2024). Assessing inequalities in access to the city’s green and blue spaces through the experiences of its residents. Urban Resilience and Sustainability, 2(3), 272-288.DOI: https://doi.org/10.3934/urs.2024014

We report on the findings of a qualitative research study exploring the benefits to mental, physical, and social well-being of regular interaction with the city’s green and blue spaces using a walking interview method to gauge the views of fifty frequent visitors to the city’s parks. This was followed by a second phase of research consisting of four focus groups exploring the experiences of those whose access to the city’s green and blue spaces is restricted, noting the effects of these limitations on their general well-being. Despite government-backed urban sustainable redesign initiatives to promote greater access to the city’s biodiversity, its elderly, disabled, and poorer socio-economic communities continue to encounter restrictions regarding their access to its green and blue spaces. By highlighting these issues, our aim is to show how a partial membership of the city’s sustainable development plan is enacted (i.e., a simultaneous inclusion of all community members rhetorically and an exclusion of the needs of many in practice) and reinforced in ways that reproduce socially embedded patterns of inequality. It calls for a more sociologically grounded analysis of the persistence of such inequalities as an important appendage to current discourse on the restorative benefits of the ‘15-minute city’ and as a corrective to current public participation measures that fail to incorporate lived experiences of unequal access to the city’s nature. It proposes a framework that addresses more effectively the distributive, recognition, and procedural dimensions of inclusive, sustainable city living.

Stephens, L., Smith, H., Epstein, I., Baljko, M., Mcintosh, I., & Dadashi, N. (2023). Accessibility and participatory design: time, power, and facilitation. CoDesign: International Journal of CoCreation in Design and the Arts. DOI: https://doi.org/10.1080/15710882.2023.2214145.

This paper documents the goals, techniques, and outcomes of nine interventions designed to improve the accessibility of a design charette (DC). These interventions focused on Time, Power, and Facilitation and were developed based on critiques found in design literature, critical disability scholarship, and the lived expertise of disabled people. Data was collected through recording activities and outputs, recorded observations, and elicited feedback. We found that adjusting time, which is essential for access, was difficult and required trade-offs. We also suggest that the presence of a ‘vibes watch’ facilitation role to monitor participation frequency, emotional tone, and power dynamics can be useful to address uneven power relations, caucusing can also be valuable but should be used at specific moments. Non-neutral facilitation, anti-oppression training, and regular reflection can help facilitation/design teams identify and address exclusionary practices. Technology can aid but also constrain access. Finally, despite all interventions, access remains a site of friction and political choices. Stakeholders continue to participate in different and not always equally valued ways, so secondary analysis is useful for understanding charette products or outputs.

Smith, D. (2018). Architectural sites of discrimination: Positive to negative. In K. Ellis, R. Garland-Thomson, M. Kent, & R. Robertson (Eds.), Manifestos for the Future of Critical Disability Studies Vol. 1 (pp. 142-155). New York: Routledge. DOI: https://doi.org/10.4324/9781351053341

Architecture and interior settings are important aspects of everyday life for people with disabilities. An environmental situation consists of the contextually located architectural envelope, the interior – as well as constituent parts such as furniture – as well as its occupants. The physical environment can be an enabler for those who have impairments – the environmental concepts of space and place are thus implicated in the discourse of disability. Architecture and interior settings are important aspects of everyday life for people with disabilities. Places where author reside, study, shop, recuperate and play provide a multitude of possibilities for each and every one of them. Concurrently, these same places are sites of differentiation and discrimination – opportunities to interpret and judge are inherent. In the field of design for people with disabilities, these assumptions and expectations are underpinned by the same principles, and are just as important.

Spektor., F., & Fox, S. (2020, December). The ‘working body’: Interrogating and reimagining the productivist impulses of transhumanism through crip-centered speculative design. In S. Moran (Ed.), The Somatechnics of Critical Design [Feature Issue]. Somatechnics, 10(3), 327-354. DOI: https://doi.org/10.3366/soma.2020.0326

Appeals to ‘nature’ have historically led to normative claims about who is rendered valuable. These understandings elevate a universal, working body (read able-bodied, white, producing capital) that design and disability studies scholar Aimi Hamraie argues ‘has served as a template […] for centuries’ (2017: 20), becoming reified through our architectural, political, and technological infrastructures. Using the framing of the cyborg, we explore how contemporary assistive technologies have the potential to both reproduce and trouble such normative claims. The modern transhumanism movement imagines cyborg bodies as self-contained and invincible, championing assistive technologies that seek to assimilate disabled people towards ever-increasing standards of independent productivity and connecting worth with the body’s capacity for labor. In contrast, disability justice communities see all bodies as inherently worthy and situated within a network of care-relationships. Rather than being invincible, the cripborg’s relationship with technology is complicated by the ever-present functional and financial constraints of their assistive devices. Despite these lived experiences, the expertise and agency of disabled activist communities is rarely engaged throughout the design process. In this article, we use speculative design techniques to reimagine assistive technologies with members of disability communities, resulting in three fictional design proposals. The first is a manual for a malfunctioning exoskeleton, meant to fill in the gaps where corporate planned obsolescence and black-boxed design delimit repair and maintenance. The second is a zine instructing readers on how to build their own intimate prosthetics, emphasizing the need to design for pleasurable, embodied, and affective experience. The final design proposal is a city-owned fleet of assistive robots meant to push people in manual wheelchairs up hills or carry loads for elderly people, an example of an environmental adaptation which explores the problems of automating care. With and through these design concepts, we begin to explore assistive devices that center the values of disability communities, using design proposals to co-imagine versions of a more crip-centered future.

Spiel, K. (2021). The bodies of TEI – Investigating norms and assumptions in the design of embodied interaction. In TEI’21: ACM International Conference on Tangible, Embedded and Embodied Interaction, Feb 14–17, 2021, Salzburg, Austria (pp. 1-19). New York: ACM. DOI: https://doi.org/10.1145/3430524.3440651

In the few decades since the first mainframe computers, computing technologies have grown smaller, and more pervasive, moving onto and even inside human bodies. Even as those bodies have received increased attention by scholars, designers, and technologists, the bodily expectations and understandings articulated by these technological artefacts have not been a focus of inquiry in the field. I conducted a feminist content analysis on select papers in the proceeding of the ACM International Conference on Tangible, Embedded and Embodied Interaction (TEI) since its inception in 2007. My analysis illustrates how artefacts are implicitly oriented on unmarked bodily norms, while technologies designed for non-normative bodies treat those as deviant and in need of correction. Subsequently, I derive a range of provocations focused on material bodies in embodied interaction which offer a point of reflection and identify potentials for future work in the field.

Spiel, K., & Angelini, R. (2022). Expressive bodies engaging with embodied disability cultures for collaborative design critiques. In Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS ’22), Article 7, 1–6. New York: Association for Computing Machinery. DOI: https://doi.org/10.1145/3517428.3551350.

In our experience as researchers engaging with non-academic audiences, we observed that it remains a challenge to receive direct and critical feedback from participants. This is particularly amplified in the context of disabilities even if the researchers identify themselves as disabled given that the interaction is governed by social status and material power dimensions to say the least. To work productively with these power dynamics, we explored embodied approaches to articulating critique acknowledging the different ways of knowing stemming from different bodyminds. Here, we line out two exploratory cases illustrating how physical bodies can be directly attended to to express critiques in more direct ways than participants might be used to on a language based level (spoken or signed). We show how communication and critique can take on many forms encouraging us to broaden our methodological toolset to incorporate practices common in disability cultures. Our experiences show that we need to embrace crip approaches to knowledge production to receive more actionable and useful feedback in developing technologies with disabled communities.

Stark, E., Ali, D., Ayre, A., Schneider, N., Parveen, S., Marais, K., Holmes, N., & Pender, R. (2021). Coproduction with Autistic Adults: Reflections from the Authentistic Research Collective. Autism in Adulthood, 3(2), 195-203. DOI: http://doi.org/10.1089/aut.2020.0050.

This article explores coproduction in relation to autistic people. We reflect on the coproduction process with autistic adults from the Authentistic Research Collective at University College London. We aimed to support the autistic population’s mental health needs by coproducing a document on adapting psychological therapy, and by developing a set of reflective guidelines to guide and encourage future coproduction initiatives between autistic and nonautistic team members. We reflect upon six elements that are of potential importance for future coproduction projects with autistic adults: (1) the meaning of coproduction; (2) ground rules and a traffic light system; (3) environmental adaptations; (4) digital communication tools; (5) encouraging authenticity; and (6) supporting autistic strengths. We conclude by discussing future research avenues into optimizing coproduction with autistic people, and how such research may influence both practice and policy.

Storer, K. M., & Branham, S. M. (2021, October). Deinstitutionalizing independence: Discourses of disability and housing in accessible computing. In ASSETS ’21: The 23rd International ACM SIGACCESS Conference on Computers and Accessibility Article No. 31, 1-14. DOI: https://doi.org/10.1145/3441852.3471213

The meaning of “homes” is complicated for disabled people because of the historical link between (de)institutionalization, housing, and civil rights. But, it is unclear whether and how this history impacts Accessible Computing (AC) research in domestic spaces. We performed Critical Discourse Analysis on 101 AC articles to explore how (de)institutionalization affects domestic AC research. We found (de)institutionalization motivates goals of “independence” for disabled people. Yet, discourses of housing reflected institutional logics which are in tension with “independence”—complicating how goals were set, housing was understood, and design was approached. We outline three discourses of housing in AC and identify parallels to those used to justify institutionalization in the USA. We reflect upon their consequences for AC research. We offer principles derived from the Independent Living Movement as frameworks for challenging institutional conceptions of housing, to open new avenues for more holistic and anti-ableist domestic AC research.

Waggoner, T., Jose, J. A., Nair, A., &  Susanthika, M. D. (2021). Inclusive Design: Accessibility Settings for People with Cognitive Disabilities. Journal of Information Technology and Software Engineering,11(2), No:252. 

The advancement of technology has progressed faster than any other field in the world. And with the development of these new technologies, it is important to make sure that these tools can be used by everyone, including people with disabilities. Accessibility options in computing devices help ensure that everyone has the same access to advanced technologies. Unfortunately, for those who require more unique and sometimes challenging accommodations, such as people with Amyotrophic lateral sclerosis (ALS), the most commonly used accessibility features are simply not enough. While assistive technology for those with ALS does exist, it requires multiple peripheral devices that can become quite expensive collectively. The purpose of this paper is to suggest a more affordable and readily available option for ALS assistive technology that can be implemented on a smartphone or tablet.

Waardenburg, T., van Huizen, N., van Dijk, J., Dortmans, K., Magnée, M., Staal, W., Teunisse, J. P., & van der Voort, M. (2022). Design your life: User-initiated design of technology to empower autistic young adults. Journal of Enabling Technologies, 16(3), 172-188. DOI: https://doi.org/10.1108/JET-11-2021-0064.

Purpose: This article describes the development and initial experiences of Design Your Life, a new design approach implementing user-initiated design of technological environments that support autistic young adults to live independently.

Design/methodology/approach: This article makes use of a phenomenological Research-through-Design approach. Investigation of possible ways in which a set of four guiding principles could be applied into a design toolkit for autistic young adults and their caregivers by means of three design case studies was conducted. Promising methods from the design practice and literature were applied and contrasted with the lived experiences and practical contexts of autistic young adults and their caregivers.

Findings: This exploratory research yielded several important insights for the design direction of Design Your Life. Reflecting on how the guiding principles played out in practice it was noted that: the case studies showed that stakeholders appreciate the approach. The design principles applied cannot be used without the help of a sparring partner. This suggests that caregivers may be trained in design-thinking to fulfil this role. The Design Your Life method will be iteratively developed, refined and validated in practice.

Originality/value: The presented approach puts design tools in the hands of the people who will use the technology. Furthermore, the approach sees technologies as empowering interventions by which a person can strengthen their own living environment. According to this article, this approach is new for this application. It provides valuable perspectives and considerations for autistic people, caregivers, researchers and policy makers.

Wickman, R. (2020. Accessible architecture: Beyond the ramp. Winnipeg: Gemma B. Publishing.

Growing up with a father who was disabled by an industrial accident, Architect Ron Wickman determined to help build an accessible world, one project at a time. “Accessibility is an essential feature of all successful architecture. No one should be denied access to the built environment.”

This easy-to-read book develops nine concepts toward the creation of greater accessibility in both public and private spaces. The book is illustrated with photos, working drawings and space plans with commentary from Wickman’s practise and elsewhere. 

Williamson, B. (2020). Accessible America: A history of disability and design [Crip]. New York: New York University Press. 

Have you ever hit the big blue button to activate automatic doors? Have you ever used an ergonomic kitchen tool? Have you ever used curb cuts to roll a stroller across an intersection? If you have, then you’ve benefited from accessible design—design for people with physical, sensory, and cognitive disabilities. These ubiquitous touchstones of modern life were once anything but. Disability advocates fought tirelessly to ensure that the needs of people with disabilities became a standard part of public design thinking. That fight took many forms worldwide, but in the United States it became a civil rights issue; activists used design to make an argument about the place of people with disabilities in public life.

In the aftermath of World War II, with injured veterans returning home and the polio epidemic reaching the Oval Office, the needs of people with disabilities came forcibly into the public eye as they never had before. The US became the first country to enact federal accessibility laws, beginning with the Architectural Barriers Act in 1968 and continuing through the landmark Americans with Disabilities Act in 1990, bringing about a wholesale rethinking of our built environment. This progression wasn’t straightforward or easy. Early legislation and design efforts were often haphazard or poorly implemented, with decidedly mixed results. Political resistance to accommodating the needs of people with disabilities was strong; so, too, was resistance among architectural and industrial designers, for whom accessible design wasn’t “real” design.

Bess Williamson provides an extraordinary look at everyday design, marrying accessibility with aesthetic, to provide an insight into a world in which we are all active participants, but often passive onlookers. Richly detailed, with stories of politics and innovation, Williamson’s Accessible America takes us through this important history, showing how American ideas of individualism and rights came to shape the material world, often with unexpected consequences.

Williamson, B., & Guffey, E. (Eds.). (2020). Making disability modern: Design histories. New York: Bloomsbury Visual Arts.

Making Disability Modern: Design Histories brings together leading scholars from a range of disciplinary and national perspectives to examine how designed objects and spaces contributes to the meanings of ability and disability from the late 18th century to the present day, and in homes, offices, and schools to realms of national and international politics. The contributors reveal the social role of objects – particularly those designed for use by people with disabilities, such as walking sticks, wheelchairs, and prosthetic limbs – and consider the active role that makers, users and designers take to reshape the material environment into a usable world. But it also aims to make clear that definitions of disability-and ability-are often shaped by design.

Wilson, C., Sitbon, L., Brereton, M., Johnson, D., & Koplick, S. (2016). ‘Put yourself in the picture’: designing for futures with young adults with intellectual disability. In OzCHI ’16: Proceedings of the 28th Australian Conference on Computer-Human Interaction (pp. 271–281) DOI: https://doi.org/10.1145/3010915.3010924.

Individuals with intellectual disability are all too often overlooked in the planning of their own support. Responding to this concern, and in line with person-centred planning, this paper outlines the collaborative development of a mobile app to support the communication, interests and goals of young adults who attend a disability support organisation. Existing technologies focus predominantly on enhancing academic abilities, such as literacy or numeracy, disregarding the potential to support personal interests and individual goals. Through a process of Reflective Agile Iterative Design (RAID), a mobile app was developed which enabled young adults with intellectual disability to produce an image of themselves achieving a certain goal. Although the app was designed for individual use in formal goal-setting meetings, participants used the app for social activities, such as taking ‘group selfies’, emailing their images to proxies and ‘layering’ selfies. The app supported the individuals beyond the planning process, contributing more broadly to enhancing overall communication, self-expression, and socialisation.

Wolf-Meyer M. (2022). Human-centred design, disability and bioethics.
Human-centred design methodologies provide a means to align bioethical advocacy with the needs and desires of disabled people. As a method, human-centred design seeks to locate points of friction in an individual’s experience of everyday interactions, specifically in relation to technologies, but potentially in relation to processes and institutions. By focusing on disabled persons and their experiences of institutional organisation, human-centred design practices serve to create a foundation for a bioethical practice that addresses idiosyncratic needs and desires while providing support for disabled persons and their families. In considering how a design-focused bioethics might operate in this way, I focus on advanced sleep phase syndrome and delayed sleep phase syndrome as a way to show how the temporal ordering of institutions disable the participation of individuals with atypical sleep needs. I then turn to the education of deaf students through the exclusive use of sound, which puts them at a significant disadvantage relative to their hearing peers; this example shows how normative ableism obscures itself in attempts to aid disabled people, but an attention to the experience of deaf students show how exclusively auditory learning can be redesigned. Advocating for flexible institutional organisation and practices situates bioethical advocacy as a means to engage with social organisations in ways that create novel opportunities for able-bodied and disabled people alike.
Worsley, M., & Bar-El, D. (2020). Inclusive making: designing tools and experiences to promote accessibility and redefine making. Computer Science Education Ahead of Print. DOI: https://doi.org/10.1080/08993408.2020.1863705

Background and Context: Making is celebrated for bringing exciting tools and learning opportunities to non-traditional designers. However, people with disabilities may find themselves excluded from many making activities and makerspaces. This exclusion is present in making and computer science more broadly.

Objective: We describe a university course that helps broaden their awareness of accessibility in computing and promote accessible making solutions. The course engages students in critical examination of making and allows them to instantiate their learning by designing accessible interfaces and experiences. We study the design of the course and its impacts on students.

Method: We use techniques from grounded theory to analyze data from surveys, projects, and case studies to elucidate the need and the impact of this experience.

Findings: The course filled an important need for students and people with disabilities. By applying a critical disability lens to making, participants developed expansive views of making, both in terms of what “counts” as making and who can participate in it.

Implications: Courses on accessibility address important societal and individual needs that are currently not met by CS curricula. Courses that address these needs should include critical discussions of the domain in question and involve various types of community partnerships. Including these course elements can expand the course’s impact, lead to better project designs, and change perceptions of what is valuable in computing experiences.

Worth, N. (2008, September). The significance of the personal within disability geography. Area, 40(3), 306-314. DOI: https://doi.org/10.1111/j.1475-4762.2008.00835.x.

Drawing on in-depth qualitative data, this article critically examines disability geography as a subfield where the personal is highly valued. The value and the risks inherent in this personal approach will be evaluated, including the usefulness of being an ‘insider’ and the difficulties of being reflexive and critically making use of one’s positionality. The article concludes with reflections regarding how disability geography can confront its marginal status, appealing to researchers who claim no experience of disability while also supporting and encouraging those with personal experiences of disability to participate in the field.

Zallio, M., & Clarkson, J. (2021, December). Inclusion, diversity, equity and accessibility in the built environment: A study of architectural design practice. Building and Environment, 206, 108352. DOI: https://doi.org/10.1016/j.buildenv.2021.108352

Accessibility is generally recognised as an important element of architectural design practice. However, studies suggest that the adoption of Inclusive Design by the architectural design community is still quite limited. Inclusive Design embraces the principles of accessibility and its extended definition considers key sociological and behavioural aspects such as physical, sensory and cognitive needs.

This paper presents the results of an ethnographic study, conducted amongst 26 professionals from the building industry, on the adoption of Inclusive Design.

This research aims to explore the challenges and limitations that professionals experience in their daily working practice and to identify strategies to expand the use of Inclusive Design and its extended definition.

The findings emphasise how education and awareness are essential factors to encourage an inclusive mindset amongst architectural design professionals and other stakeholders. In particular, holistically mapping the user journey during the design phase and collecting and evaluating post-occupancy user feedback are complementary strategies that can foster a design process based on inclusion, diversity, equity and accessibility principles for the built environment.

OIPO Disability Abstracts: Science, Technology, Engineering, and Math (STEM/STEAM/STEMM)

Updated 5/29/2025

Adu-Boateng, S., & Goodnough, K. (2021). Examining a science teacher’s instructional practices in the adoption of inclusive pedagogy: A qualitative case study. Journal of Science Teacher Education, 33(2), 303-325. DOI: https://doi.org/10.1080/1046560X.2021.1915605

This qualitative case study involves a high school science teacher with a special education background in an urban school in the English School District of Newfoundland and Labrador. Conceptualized within the theoretical framework of Universal Design for Learning (UDL), this study examined the teacher’s instructional practices and the tensions she experienced in the adoption of inclusive science pedagogy. This is a descriptive study that used different data collection methods, including interviews, observations, and documents. Data were analyzed inductively with MAXQDA software using constant comparative analysis. Findings showed that the teacher’s instructional practices in the implementation of inclusive pedagogy focused on creating multiple means to (a) engage diverse students, (b) represent the science curriculum, and (c) enable diverse students to express and communicate their understanding of science. However, several tensions were identified, which impeded the teacher’s effort in the implementation of inclusive science pedagogy. These tensions include inadequate instructional resource teachers, inflexible science curriculum, overreliance on standardized testing, and inadequate professional learning. The paper concludes with implications for science teachers and pre-service teachers’ education, with recommendations on future research direction.

Amato, L. M. (2022). Improving Diversity and Equality in STEM Education: Universal Design for Learning and the LEVEL Model. In J. Keengwe (Ed.), Handbook of Research on Active Learning and Student Engagement in Higher Education (pp. 339-365). IGI Global Scientific Publishing. DOI: https://doi.org/10.4018/978-1-7998-9564-0.ch016.
Within the global business environment there is a critical need for a diverse pool of employees with higher education degrees in the fields of science, technology, engineering, and mathematics (STEM). Unfortunately, in the United States, graduation statistics suggest marginalized groups are underrepresented in the awarding of STEM degrees. This chapter explains why diversity in STEM careers is reported to be a critical need for U.S. economic sustainability and competitiveness in the global business arena. It highlights the major challenges and barriers in STEM education related to instructional design that severely limit student engagement and derail degree attainment in STEM disciplines, especially for marginalized groups. The chapter also explains how Universal Design for Learning (UDL) acts a template for improved instructional design and introduce the LEVEL instructional model, which was created based on the principles of UDL and, when utilized in higher education coursework, promotes active learning and support for diverse learning styles.
Anbuhl, K. L., Cazares, O., Hubert, K. A., Mahapatra, R., & Morgan, J. D. (2023, August). Navigating a research career with a disability. Development, 150(16), dev201906. DOI: https://doi.org/10.1242/dev.201906.
In recent years, we have seen an increasing focus in the academic environment on equity, diversity and inclusion. However, one broad group often left out of these discussions are disabled scientists/scientists with disabilities, who often face severe challenges entering the research profession and navigating their careers. Building on the success of the 2022 Young Embryologist Network’s meeting, which included a session on ‘Working in science with a disability’ ( Morgan, 2023) we learn here from the lived experiences of five biologists who share the challenges and successes of undertaking a scientific career with a disability, as well as accommodations that can make science, technology, engineering, mathematics and medicine (STEMM) careers more accessible and inclusive.
Anderson, J., Anderson, Z., Beaton, K., Bhandari, S., Bultinck, E., Ching, J., Clark, H., Ho, L., Holloway, R., Hopping, L., Hrosz, M., Hrvojevic, D., Huneycutt, A., Iglesias, J., Jogopulos, J.,  Joshi, S., King, T., Klug, M., LaMonaca, G., McCarthy, K., McCarthy, J., Moffatt, M., Pothireddy, S., Prasad, A., Ramos, A., Srivanich, Y., Taina, L., Varathan, S., Wesling, R., & Duerstock, B. S. (2022). Challenges in Inclusiveness for People with Disabilities within STEM Learning and Working Environments. Undergraduate Coursework Paper 5.
This report is a reflection on the necessity for the inclusion of people with disabilities in the field of STEM and the different methods and processes that need to be revised or implemented to achieve this goal. It will delve into further detail about the challenges facing PWDs in STEM through interview anecdotes and survey results. Each solution offered will be accompanied by thorough research and support. Policymakers, teachers and students may use these recommendations to break down barriers to STEM careers and build a more inclusive future.
Antonini, C. (2022). The interface of science and disability: A personal view. Langmuir, 38, 50, 15451–15452. DOI: https://doi.org/10.1021/acs.langmuir.2c03250.
“…is there any nexus between being a person with a disability and being a scientist? My personal answer is yes, in at least two ways: First, my disability has given me the self-confidence to develop a problem-solver attitude, and second, it has taught me to look at the person, beyond labels” (p. 15451).
Ariza, J.Á., Hernández Hernández, C. (2025). A systematic literature review of research-based interventions and strategies for students with disabilities in STEM and STEAM education. International Journal of Science and Mathematics Education. DOI: https://doi.org/10.1007/s10763-025-10544-z.
Statistical studies performed mainly in the U.S. have depicted that students with disabilities (SWDs) are excluded from the educational process and are prone to several gaps and barriers in terms of special accommodations, learning opportunities, and socio-emotional support in Science, Technology, Engineering, Mathematics (STEM)-Science, Technology, Engineering, Arts, Mathematics (STEAM) education. To clarify this, we conducted a systematic literature review focused on interventions and strategies in STEM and STEAM education for SWDs based on 263 studies retrieved from the databases SCOPUS, Web of Science (WoS), and ERIC from 2013–2024. The studies cover proposals from early childhood to tertiary education. After the screening and appraisal stages, 39 interventions with 21 strategies were identified. The outcomes mostly reveal the following: (1) The studies are mainly focused on the U.S. and in students with autism, learning disabilities, or behavioral disorders between low and medium severity levels. (2) Interventions for autistic students use robotics and coding to foster cognitive, social, and communicative skills. (3) Interventions for deaf or hard-of-hearing students focus on creating a science identity and the issues with non-standardized STEM concepts in American sign language (ASL); in contrast, visually impaired students focus on assistive technologies and the accessibility of educational materials. (4) Little attention has been paid to other disabilities apart from autism, intellectual or learning ones, as well as the perspective of educators to support SWDs in classrooms. And (5) New machine learning, metaverse, and AI models are being used to assess the cognitive-emotional states of the SWDs. The conclusions and insights derived from this study can help educators and researchers to create new methodologies or strategies that sustain SWDs in STEM-STEAM education.

Armstrong, M. A., & Averett, S. L. (2024). Women with disabilities in STEM. In Disparate measures: The intersectional economics of women in STEM work (pp. 183-212). Cambridge, MA: MIT Press.

Being a person with a disability is a complex identity that is welded to concepts that are central to this book—opportunity, bias, and systemic disadvantage. The significance of the category is matched by its complexity: to ask what the term disability means is to invoke (intertwined) political, economic, legal, medical, and social factors whose richness and dimensionality far exceed what this case study can summarize. The literature on the history of disability in the US reveals not only entrenched ableism but also the extent to which the idea of disability has transformed over the last century (Albrecht, Seelman, and Bury 2003; Francis and Silvers 2016; Grue 2016; Stiker [1999] 2019). And like many social-identity categories, disability cuts both ways: it is a social project that is always under construction and is also increasingly understood as an identity group and a focal point for building communities, seeking rights and protections, and promoting positive social change.

Baird, A., & Kuryloski, L. (2024). Connecting Accessibility and Engineering/Computing in the Technical Communication Classroom. 2024 IEEE International Professional Communication Conference (ProComm), Pittsburgh, PA Proceedings (pp. 139-144). DOI: https://doi.org/10.1109/ProComm61427.2024.00033.

In the required Writing in the Disciplines course for undergraduate engineering and computer science students, the authors have developed a project about accessibility that requires students to identify a virtual or physical space (primarily on campus or in the local Buffalo community) and write reports that analyze the accessibility of the site and provide recommendations for improvement. By bridging concepts from Disability Studies and engineering design, the authors aim to help students understand how structural inequities are built into spaces, products, and the digital world. This project also offers students an opportunity to publish their work via the university’s institutional repository. A student survey given after the project’s conclusion demonstrated that students felt they knew more about accessibility and its role in engineering work; however, there was a lack of interest in publishing. This paper describes the project, discusses successes and challenges, outlines plans for moving forward, and offers recommendations for others interested in implementing a similar project.

Barney, A. (2024). Success in STEM – And how foundation years support students from neurodivergent groups to achieve it. In S. Leech & S. Hale (Eds.), Foundation years and why they matter (pp. 79-94). Leeds, UK: Emerald Publishing Limited. DOI: https://doi.org/10.1108/978-1-83797-212-820241006.

“In this chapter, we explore the potential for foundation years to offer a route into HE for neurominorities. University students are increasingly enrolling with identified neurodivergence, including dyslexia, autism, and ADHD. However, the identification of neurodivergence in the earlier years of schooling, though increasingly common, is not universal. As a result, many students enrolling in HE, both young and mature, are assessed and identified as neurodivergent during their programme of study. This chapter considers the traits and educational and social support needs of students with dyslexia, autism, and ADHD for success in HE, and how these may be addressed through foundation year pedagogy, assessment strategies, and learning culture. [paragraph] This chapter begins with a brief overview of the three most common forms of neurodivergence encountered in HE: dyslexia, autism, and ADHD. It goes on to consider the prevalence of these three types of neurodivergence in UK HE and their interaction with learning at university. The potential for foundation year pedagogies to support the learning of people from neurominorities is then discussed, and finally, the Engineering Foundation Year at the University of Southampton, UK, is used as a case study of support for neurodivergent students starting out on degrees in STEM subjects” (pp. 79-80).

Batty, L., & Reilly, K. (2022). Understanding barriers to participation within undergraduate STEM laboratories: Towards development of an inclusive curriculum, Journal of Biological Education. DOI: https://doi.org/10.1080/00219266.2021.2012227.

The increase in student diversity, legislative changes and shift towards the social model of disability has led to greater emphasis on inclusive curricula within Higher Education (HE). Whilst there are good examples for changes in assessment, delivery and student support, specific challenges faced by Science Technology Engineering and Mathematics students in relation to laboratory teaching are less well understood. A questionnaire approach was used to determine barriers that students face within laboratory teaching. Questionnaire invitations were distributed by email to undergraduate students at institutions within the United Kingdom with a total of 232 responses. Results indicated a lower sense of belonging for female students and those with a disability. Differences between ethnic groups could not be identified due to low numbers of Black Asian, Minority Ethnic students, which highlights broader issues of participation in STEM subjects. Prior experience of students in relation to the number of labs, rather than subject, was also important, emphasising the critical link between school and HE. Communication of information was critical for learning with students often requiring multiple methods; timing and structure of this were important. A more inclusive lab environment can be developed through the use of online support, better structuring of labs and changes to assessment.

Beardmore, D. C., Sandekian, R., & Bielefeldt , A. (2022, August). Supporting STEM graduate students with dis/abilities: Opportunities for Universal Design for Learning. 
Paper presented at 2022 ASEE Annual Conference & Exposition, Minneapolis, MN.

While little is known about the enrollment and retention rates of STEM graduate students, studies indicate that the way higher education generally approaches STEM graduate programs overlooks and excludes individuals with dis/abilities. This research examines the experiences of STEM graduate students with non-apparent (also called “invisible”) dis/abilities as related through the lens of critical dis/ability theory. In this paper, we review the findings from the first phase of a larger study through the lens of Universal Design for Learning (UDL). We used Harvey’s interview process to explore the experiences of two STEM graduate students who self-identify as having “invisible” dis/abilities or “different abilities” through a progressive series of interviews. In this paper, we review a selection of the participant’s experiences and provide recommendations on how UDL can be implemented to overcome the barriers graduate students may be facing in their coursework, research, and advising. We provide these recommendations in an effort to create a more inclusive and welcoming environment for all graduate students. Further, we hope that our research findings help individuals serving university students at any level in any discipline ask what opportunities they have to create a more inclusive and welcoming environment through the tenants of UDL.

Boda, P. A. (2024). Dreaming of disability-as-possibility as a humanistic STEM education futurity. Science Education, 108, 1590-1607. DOI: https://doi.org/10.1002/sce.21891.

I Dream with and through a positionality that lacks critical theorizing in Science, Technology, Engineering, and Mathematics (STEM) education research: Students labeled with disabilities; Disability beyond students’ accommodations. Understanding this marginalized population can push humanistic STEM scholarship to disrupt ableism by design, thereby honoring students’ voices, identities, and Dreams as knowledge-building sources. Engaging purposefully along such a proactive centering of these margins pushes STEM researchers to think beyond past challenges and break away from the free-market value commoditizations of education. I urge we Dream future possibilities of humanistic STEM education where researchers, teachers, and students are aligned to build new cultures of joy and feelings of relational belonging. In this way I seek to nurture the brilliance of students who are historically marginalized, including Disabled people, because of a desire to define their studenthood on their own terms. I argue that STEM education researchers working toward “what if” leveraging intersectionality as a way to critically theorize design can do more than change disciplinary practices: We can help students to Dream beyond “what is.”

Bonnette, R., Abramovich, S., Decker, A., & Fabiano, G. A. (2023). Building belonging for multiply marginalized neurodivergent students in STEM higher education. In P. Blikstein, J. Van Aalst, R. Kizito & K. Brennan (Eds.), Proceedings of the 17th International Conference of the Learning Sciences – ICLS 2023 (pp. 870-873). International Society of the Learning Sciences.

Neurodivergent students often struggle with a sense of belonging, given barriers to self-advocacy, mental health, and social skills. This is even more challenging for multiply marginalized students, such women and people of color who are underrepresented in STEM programs. Exacerbating these problems is the dearth of effective professional development for helping STEM instructors better teach neurodivergent students. To prototype inclusive, effective training, we collected survey data from undergraduate STEM students about their experiences as neurodivergent students and what needs and recommendations they had for instructor practice. This short paper presents preliminary survey results and a theoretical curriculum approach for instructor professional development for neurodiversity in STEM.

Bonnette, R. N., Abramovich, S. Fabiano, G. A., Decker, A., Sullivan, V., & Alexandre, H. (2024, May). Alignment and Misalignment: Critical Differences in the Way That Instructors and Students Perceive Support for Neurodiversity in Undergraduate Computer Science Education. Paper presented at Neurodiversity at Work Research Conference, University of Maryland, College Park, Maryland.

Successful graduation from post-secondary programs can be a major stumbling block for neurodivergent students’ transition to work. Most of the accommodations universities offer rely on neurodivergent students’ abilities to self-advocate. But understanding, synthesizing, and communicating one’s needs can be particularly challenging for neurodivergent students. This leaves instructors to make their best guesses at how to support their students, creating potential for misalignment between student and instructor perceptions surrounding neurodiversity. By understanding the alignment and misalignment between instructor and student understandings of neurodivergent student needs, the practices that can support them, and the barriers that hinder support, we can more effectively identify feasible pathways towards addressing neurodiversity in the classroom. This exploratory study investigated themes and compared student and instructor responses in an undergraduate Computer Science program. Preliminary findings suggest students may more easily identify the barriers they encounter than communicate the underlying need or a solution. The instructors—themselves neurodivergent adults—struggled less with vocalizing neurodivergent needs and identifying practices that could potentially support their learning, but likewise identified numerous barriers to enacting the practices they thought would help the most. We discuss preliminary findings on misalignment between the issues instructors and students identified and possible areas for professional development.

Booksh, K.S., Madsen, L.D. (2018). Academic pipeline for scientists with disabilities. MRS Bulletin, 43, 625–631. DOI: https://doi.org/10.1557/mrs.2018.194.

People with disabilities are an underrepresented group in materials science and, more broadly, in science, technology, engineering, and mathematics (STEM) fields. However, inclusion of persons with disabilities is often left out in the drive to increase diversity. Efforts to increase diversity in PhD-level leadership positions have not resulted in significant gains among people who identify as having a disability. This article presents the status of people with disabilities in the STEM pipeline, examines reasons why there has been little progress in increasing doctorate degree attainment for people with disabilities in STEM, and discusses possible ways to get people with disabilities to become more active in advanced STEM careers. While the data presented here come solely from the United States and lack granularity to pinpoint the status of persons with disabilities in materials science and engineering, the concepts addressed are transferable to both materials science and engineering, in particular, and to other countries in general.

Borrego, M., Chasen, A., Chapman Tripp, A., Landgren, E., &  Koolman, E. (2025). (2025). A scoping review on U.S. undergraduate students with disabilities in STEM courses and STEM majors. International Journal of STEM Education, 12, 2 (2025). https://doi.org/10.1186/s40594-024-00522-2.

Background The purpose of this scoping review is to describe how the literature has discussed and studied disability in undergraduate-level STEM courses in the United States. A Critical Disability Studies lens informed our inclusion criteria.

Results We considered extensive lists of disability types and diagnoses and concluded that “disability” as a search term best captured educational experiences rather than medical approaches. After screening nearly 9000 abstracts, we identified a final set of 409 dissertations, articles, conference papers, commentaries, briefs and news items. Sources appeared in discipline-based education research (DBER), STEM disciplinary and education journals as well as DBER conferences. Under 10% of sources included 2-year college settings. The largest groups of sources focused on disability writ large (39%, vs. specific categories) and across STEM (38%, vs. specific disciplines). Students were the main research participants (80%). Instructors were the main target of recommendations (84%). In terms of solutions, the largest group (n = 111) advocated for Universal Design, followed by accommodations (n = 94), and technology developed or tested with persons with disabilities (n = 90). Sources which the authors framed as empirical studies less frequently disclosed positionality as a person with a disability (16%) than non-empirical sources (21%). Quantitative (n = 125), qualitative (n = 99), and mixed methods (n = 64) approaches were well-represented. The most common data collection methods were surveys, assessments or task completions (n = 161 sources), followed by interviews (n = 109), observations (n = 44), document analyses (n = 18), and institutional student records (n = 14).

Conclusions More research is needed that centers the experiences of students with disabilities, focuses on specific disability types, employs critical quantitative and qualitative methodologies, and otherwise avoids implicit deficit views of disabled students. Citations to the qualifying sources are available in a public Zotero library.

Boyd, E. A., & Best Lazar, K. (2024). “I’m still here and I want them to know that”: experiences of chemists with concealable identities in undergraduate research. Chemistry Education Research and Practice Advance Article. DOI: https://doi.org/10.1039/D4RP00094C.

Students with concealable identities, those which are not always visually apparent, must navigate the difficult choice of whether to reveal their concealed identities—a choice that has been found to impact an individual’s psychological well-being. Research that gives voice to those with concealable identities is highly lacking, and subsequently, work that describes the experiences of undergraduate chemists participating in engaged learning opportunities is even more limited. This study utilizes a phenomenographic approach through the theoretical lens of Undergraduate Research Science Capital (URSC), to analyze the experiences of six students as they navigate undergraduate research experiences and the effect of their visible and concealable identities. Though all six students described similar levels of URSC, their experiences, especially as they relate to their concealable identities, help to construct a multi-faceted perspective of undergraduate chemists who engage in undergraduate research. These results highlight the need for multiple approaches to equity efforts to ensure that high-impact practices such as undergraduate research are accessible to all students.

Bratanovskii, S., Bogdanova, Y., Orsayeva, R., Khimmataliev, D., & Rezanovich, I. (2020). Problems of accessibility of higher engineering education for students with special needs. Opción, 36, Special Edition No. 27, 2192-2219. Recuperado a partir de https://produccioncientificaluz.org/index.php/opcion/article/view/32533

The article is devoted to studying the problems of accessibility of higher engineering education for people with disabilities and persons with disabilities (PWD), i.e. persons with special learning needs (SLN). Vocational education in modern conditions is becoming a social elevator, giving people with disabilities and disabilities an opportunity for socialization and employment. Studying foreign experience reveals the effectiveness of inclusive education. The article describes the current state of inclusive higher education, including engineering, in foreign countries (USA, Austria, Finland, etc.) and Russia. The successful practices of training people with higher education in foreign universities are presented. The characteristic of modern trends in the development of inclusive education in the Russian Federation is fulfilled. The criteria of affordable education in a world practice are highlighted in order to compare and evaluate its effectiveness in the Russian Federation. The advantages and disadvantages of the existing training system for disabled people and people with disabilities in Russian practice are noted. Weak demand for engineering specialties in universities of the Russian Federation was revealed. A study of the causes of this phenomenon.

Brewer, G., Dimitriadi, Y., Doddato, F., Haroon, H., Jolly, J., Leigh, J., Mahaut-Smith, M., Remnant, J., & Sarju, J. (2025). Towards a fully inclusive environment for disabled people in
STEMM: A NADSN White paper. National Association of Disabled Staff Networks.

This White Paper aims to:

  • Raise awareness of the inequity and discrimination experienced by disabled people inSTEMM;
  • Highlight the benefits of an inclusive STEMM environment that values disabled people andsupports their career development;
  • Provide short, medium, and long-term recommendations to address systemic ableism in STEMM; and
  • Promote understanding and transformative change to improve the experiences of disabledpeople in STEMM including the sharing of good practice.

Busch, C. A., Wiesenthal, N. J., Mohammed, T. F., Anderson, S., Barstow, M., Custalow, C., Gajewski, J., Garcia, K., Gilabert, C. K., Hughes, J., Jenkins, A., Johnson, M., Kasper, C., Perez, I., Robnett, B., Tillett, K., Tsefrekas, L., Goodwin, E. C., & Cooper, K. M. (2023). The disproportionate impact of fear of negative evaluation on first-generation college students, LGBTQ+ students, and students with disabilities in college science courses. CBE—Life Sciences Education, 22(3), ar31, 1–16.

Fear of negative evaluation (FNE), defined as a sense of dread associated with being negatively judged in a social situation, has been identified as the primary factor underlying undergraduate anxiety in active-learning science courses. However, no quantitative studies have examined the extent to which science undergraduates experience FNE and how they are impacted by FNE in college science courses. To address this gap, we surveyed 566 undergraduates from one university in the U.S. Southwest who were enrolled in life sciences courses where they had opportunities to speak in front of the whole class. Participants were asked a suite of questions regarding their experiences with FNE in large-enrollment college science courses. We found that first-generation college students, LGBTQ+ students, and students with disabilities reported disproportionately high levels of FNE compared with their counterparts. Additionally, students reported that FNE can cause them to overthink their responses and participate less in class. Participants rated being cold called and presenting alone as forms of whole-class participation that elicit the highest levels of FNE. This research highlights the impact of FNE on undergraduates and provides student-generated recommendations to reduce FNE in active- learning science courses.

Carabajal, I. G & Atchison, C. L. (2020). An investigation of accessible and inclusive instructional field practices in US geoscience departments. Advances in Geosciences, 53, 53-63. DOI: https://doi.org/10.5194/adgeo-53-53-2020.

This study examines current accessible field-based instructional strategies across geoscience departments in the United States that support students with visual, hearing, and mobility disabilities. A qualitative questionnaire was administered to geoscience instructors from over 160 US geology departments. Outcomes from the data analysis were used to categorize accessible instructional practices into three distinct pedagogical methods: modifications, accommodations, and options for accessible instructional design. Utilizing the lens of critical disability theory, we then investigated how the identified teaching practices varied in inclusion, as some strategies can often be more exclusionary towards individual students with disabilities. Although from a US perspective, the outcomes of this study offer practical suggestions for providing accessible and inclusive field experiences that may inform a global geoscience instructional context.

Carrera Zamanillo, I. (2022). Breaking barriers for those with hidden disabilities. Nature Reviews Earth & Environment, 3, 809–810. DOI: https://doi.org/10.1038/s43017-022-00374-w.

Chronic illnesses, mental health issues, and other hidden disabilities can be debilitating, especially in combination with stigmatization and lack of proper accommodations. Breaking barriers in academic systems for those with hidden disabilities demands that personal, institutional and organizational ableist biases are overcome, writes Isabel Carrera Zamanillo.

Castro, I. O., & Atchison, C. L. (2024, March 14). Acknowledging the intersectionality of geoscientists with disabilities to enhance diversity, equity, inclusion, and accessibility. In A. Al Suwaidi, S. Hope, N. Dowey, & K. Goodenough (Eds.), Inclusion and Diversity in Earth and Environmental Sciences [Special Issue]. Earth Science, Systems and Society, 4, Article 100811. DOI: https://doi.org/10.3389/esss.2024.10081.

The geosciences have implemented a variety of efforts designed to strengthen diversity, equity, inclusion, and accessibility (DEIA) of underrepresented groups. While these efforts have had substantial financial investment, recruitment and retention for underrepresented individuals has yet to reflect this. To improve the resources available for underrepresented scholars, the geoscience community must expand its exploration of identity beyond a singular construct, and instead focus on how identities intersect. In this exploratory study, the framework of intersectionality will be highlighted to better understand the convergence of disability with other underrepresented identities in the geoscience disciplines. Major themes of social inclusion and belonging, power, safety, and opportunity are presented through the lived experiences of geoscientists, along with recommendations on expanding broadening participation efforts for underrepresented individuals in the geosciences.

Cech, E. A. (2022, June 15). The intersectional privilege of white able-bodied heterosexual men in STEM. Science Advances, 8(24), eabo1558. DOI: https://doi.org/10.1126/sciadv.abo1558.

A foundational assumption of science, technology, engineering, and math (STEM) inequality research is that members of the most well represented demographic group—white able-bodied heterosexual men (WAHM)—are uniquely privileged in STEM. But is this really the case? Using survey data of U.S. STEM professionals (N = 25,324), this study examines whether WAHM experience better treatment and rewards in STEM compared with members of all 31 other intersectional gender, race, sexual identity, and disability status categories. Indicating systematic advantages accompanying WAHM status, WAHM experience more social inclusion, professional respect, and career opportunities, and have higher salaries and persistence intentions than STEM professionals in 31 other intersectional groups. Decomposition analyses illustrate that these advantages operate in part as premiums—benefits attached to WAHM status that cannot be attributed to variation in human capital, work effort, and other factors. These findings motivate research and policy efforts to move beyond a single axis paradigm to better understand and address intersectional (dis)advantages in STEM.

Cech, E. A. (2023, April). Engineering ableism: The exclusion and devaluation of engineering students and professionals with physical disabilities and chronic and mental illness. Journal of Engineering Education, 112(2), 462-487. DOI: https://doi.org/10.1002/jee.20522.

Background: The experiences of students and professionals with disabilities are routinely excluded from scholarly and policy debates about equity in engineering. Emergent research suggests that engineering is particularly ableist, yet systematic accounts of the possible exclusion and devaluation faced by engineers with disabilities are largely missing.

Purpose/Hypothesis: This paper asks, do engineers with disabilities have more negative interpersonal experiences in engineering classrooms and workplaces than those without disabilities? Utilizing a social relational model of disability, I hypothesize that engineers with physical disabilities and chronic and mental illness are more likely to experience exclusion and professional devaluation than their peers and, partly as a result, have lower persistence intentions.

Data/Methods: The paper uses survey data from 1729 students enrolled in eight US engineering programs (American Society for Engineering Education Diversity and Inclusion Survey) and 8321 US-employed engineers (Science, Technology, Engineering, and Math Inclusion Study Survey). Analyses use regression, mediation, and intersectional approaches.

Results: Consistent with expectations, engineering students and professionals with disabilities are less likely than their peers to experience social inclusion and professional respect at school and work. Students with disabilities are more likely to intend to leave their engineering programs and professionals with disabilities are more likely to have thought about leaving their engineering jobs compared to peers, and their greater risks of encountering interpersonal bias help account for these differences. Analyses also reveal intersectional variation by gender and race/ethnicity.

Conclusion: These results suggest that engineering harbors widespread ableism across education and work. The findings demand more scholarly attention to the social, cultural, and physical barriers that block people with disabilities from full and equal participation in engineering.

Chasen, A., Borrego, M., Koolman, E., Landgren, E., & Chapman Tripp, H. (2025). A systematic review of differences for disabled students in STEM versus other disciplinary undergraduate settings. Journal of Engineering Education, 114(1), e20627. DOI: https://doi.org/10.1002/jee.20627.

Background Engineering education and other discipline-based education researchers may motivate their work with claims that STEM (science, technology, engineering, and mathematics) norms and culture are unique, thus requiring focused study. As research on disabled students gains momentum in engineering education, it is important to understand differences that limit generalizability of prior work in other disciplines to STEM.

Purpose What do studies document as differences between STEM and non-STEM settings that impact disabled undergraduates, and to what extent are these studies using asset-based perspectives of disability? Scope/Method This systematic review identified US studies that compared STEM to non-STEM disciplines in regards to disabled undergraduate students. The qualifying studies, published during 1979–2023, comprise 22 journal articles and 15 doctoral or master’s theses. Most studies used quantitative methods (n = 28).

Results Of the 37 qualifying studies, 20 instructor studies provided moderate evidence that STEM instructors are less willing or less knowledgeable about how to support disabled students through accommodations or course design. We highlight a small number of student studies identifying assets of disabled students, although most took a deficit view by comparing disabled student experiences to an able-bodied norm. Few studies emphasized the structural characteristics of STEM such as culture and educational practices that contribute to socially constructing disability by acting as barriers that disable students.

Conclusions More work is needed to examine instructor actions beyond their intentions and attitudes toward disabled students. Critical and asset-based perspectives are needed in future study designs that center disability to uncover systemic barriers and identify assets disabled students bring to STEM.

Chasen, A.,  Chapman Tripp, H., &  Borrego, M. (2024). Disability and postsecondary fieldwork experiences in the natural sciences: A systematic review. Journal of Research in Science Teaching Early View, 1–34. https://doi.org/10.1002/tea.21989.

We present a systematic review of 29 empirical studies on disability and fieldwork in natural science, postsecondary educational settings. Undergraduate students with disabilities are underrepresented in STEM, and disciplines requiring major field components are some of the least diverse, at least in part because fieldwork has been traditionally viewed as hard, physical, and masculine. Disability Studies in Education (DSE) frames the research questions, inclusion criteria and results. Studies were coded by disability model used, barriers and strategies to accessibility in field science, and meaningful involvement of persons with disabilities in research on fieldwork education. Although most studies asserted a view of disability as a social, cultural, and political phenomenon, some deficit language and interpretations persisted. Few studies included author positionality, and even fewer disclosed author disability status. The main instructional recommendations emphasize flexibility and adaptability, presuming student competence and making small-scale changes consistently over time. Multiple studies emphasize the need for proactive planning, including robust contingency plans, and explaining how these plans can negate the need for complex modification. Twenty-four additional non-empirical studies are identified as resources for discipline-specific guides and checklists for inclusive fieldwork. We conclude that important steps are being taken to investigate and critique barriers to fieldwork participation for students with disabilities, but there is still much work to be done in addressing systemic barriers beyond the control of individual instructors.

Chasen, A., & Pfeifer, M. A. (2024). Empowering disabled voices: A practical guide for methodological shifts in biology education research. CBE—Life Sciences Education, 23(3). DOI: https://doi.org/10.1187/cbe.24-02-0076.

Biology education research provides important guidance for educators aiming to ensure access for disabled students. However, there is still work to be done in developing similar guidelines for research settings. By using critical frameworks that amplify the voices of people facing multiple forms of marginalization, there is potential to transform current biology education research practices. Many biology education researchers are still in the early stages of understanding critical disability frameworks, such as Disability Critical Race Studies (DisCrit), which consists of seven tenets designed to explore the intersecting experiences of ableism and racism. Our Research Methods Essay uses DisCrit as a model framework and pulls from other related critical disability frameworks to empower disabled voices in biology education research. Drawing from existing scholarship, we discuss how biology education researchers can design, conduct, and share research findings. Additionally, we highlight strategies that biology education scholars can use in their research to support access for participants. We propose the creation and sharing of Access and Equity Maps to help plan—and make public—the steps researchers take to foster access in their research. We close by discussing frequently asked questions researchers may encounter in taking on critical frameworks, such as DisCrit.

Chini, J. J. & Scanlon, E. M. (2023). Teaching physics with disabled learners: A review of the literature. In M. F. Taşar and P. R. L. Heron (Eds.), The International Handbook of Physics Education Research: Special Topics (pp. 1-1 – 1-34). Melville, NY: AIP Publishing. DOI:  https://doi.org/10.1063/9780735425514_001.

Disability is an often-overlooked aspect of diversity. According to the World Health Organization, approximately 15% of the world’s population identifies as disabled, yet there is a dearth of knowledge and literature about supporting disabled learners in postsecondary physics courses. The goal of this chapter is to synthesize and critique the extant literature about how instructors can teach physics courses in ways to support disabled leaners. Through a systematic literature review, 66 sources were identified which discuss physics, teaching, and disability. In the extant literature, 51 sources are written for practitioners and 15 sources contain novel research. Overall, the literature includes suggestions and solutions to respond to access needs and begins to explore experiences of disabled students and the role of instructors and higher education administrators in supporting the variety of students’ needs, abilities, and interests. Findings and implications are disaggregated by suggestions for practice and for education researchers.

Chrin, S. R., & Nardo, J. E. (2025). (Dis)ability and accommodation: Exploring the accessibility of general and organic chemistry course designs. Journal of Chemical Education: ASAP. DOI: https://doi.org/10.1021/acs.jchemed.4c01580.

Research has shown that disability is often subsumed under the broader framework of diversity, equity, and inclusion (DEI), with much of the existing literature focusing on students with physical or learning disabilities. Less attention has been given to understanding how chemistry course design and university disability services support disabled students and those requiring accommodations in STEM-based courses. This exploratory, qualitative study examined the experiences of disabled students in chemistry by addressing two research questions: (1) How do disabled students navigate the concept of normalcy in chemistry courses? (2) How do disabled students encounter and respond to historical and legal barriers within chemistry course structures and disability services? Guided by Disability Critical Race Theory (DisCrit), this study drew from a greater ethnographic project at a large public Midwestern university. We conducted interviews with disabled students (N = 7) and analyzed course syllabi for General Chemistry I and Organic Chemistry I (N = 2) as well as the university Web site for disability services. The thematic analysis of the collective case study revealed that disabled students in General Chemistry I and Organic Chemistry I encountered considerable barriers within their chemistry courses. These challenges can be categorized into three overarching themes: (1) Shaping chemistry courses via able-bodied normalcy, (2) Implementing accommodations in chemistry laboratories, and (3) Accessing disability services and accommodations. Our findings highlight the need for systemic reform in chemistry courses can create more inclusive and equitable learning environments.

Chrysochoou, M., & Zaghi, A. E., & Syharat, C. M., & Motaref, S., & Jang, S., & Bagtzoglou, A., & Wakeman, C. A. (2021, July), Redesigning Engineering Education for Neurodiversity: New Standards for Inclusive Courses Paper presented at 2021 ASEE Virtual Annual Conference Content Access, Virtual Conference. DOI: https://doi.org/10.18260/1-2–37647.

Meaningful inclusion of neurodivergent students in engineering requires us to move beyond a focus on accommodations and accessibility and embrace a strength-based approach toward neurodiversity. A large body of literature suggests that neurodivergent individuals, including those with attention deficit hyperactivity disorder (ADHD), dyslexia, or autism spectrum disorder (ASD) possess a wide range of unique strengths that may be assets in engineering. These strengths include divergent thinking, risk-taking, 3-dimensional visualization skills, pattern identification, and systems thinking. Despite the potential of nontraditional thinkers to contribute to engineering breakthroughs, recruitment and retention rates of neurodivergent students in engineering programs remain extremely low. The emphasis on conventional pedagogical methods in engineering programs, coupled with a deficit-based approach that is focused on the remediation of weaknesses, does little to foster the unique strengths of neurodivergent students. In addition to the obstacles posed by the traditional educational environment, the stigma related to a disability label leads many neurodivergent college students to neither disclose their diagnosis nor obtain academic accommodations that may help them to persist in a challenging learning environment. To address these challenges and realize the potential contributions of neurodivergent individuals to engineering fields, a research project funded by the Engineering Education and Centers of the National Science Foundation has been established to transform engineering education and create an inclusive learning environment that empowers diverse learners. The project encompasses a wide variety of interventions in all aspects of academic life, from recruitment to career development. As part of this program, three courses, Statics, Mechanics of Materials, and Fluid Mechanics, have been revised to address the unique strengths and challenges of neurodiverse students and improve the educational experience for all students. These pilot courses are fundamental engineering courses that are taken by a large number of students in a range of engineering majors including civil and environmental, mechanical, biomedical, and materials science and engineering. This paper presents an overview of a new framework for inclusive course design standards that were developed by engineering faculty along with experts in curriculum and instruction. Current universal design standards emphasize aligning course objectives, learning experiences and assessments, explaining course information clearly, and using varied and accessible instructional materials. These universal design standards are adequate to provide courses that are accessible to all learners. However, to provide inclusive courses for neurodivergent students, additional standards are necessary to ensure that students can identify and use their unique strengths in an engineering context. The new framework expands upon universal design principles and provides standards that are anchored in a strength-based approach and centered around three core elements: a culture of inclusion, teaching and learning, and instructional design. The standards’ application across the three courses has common elements (e.g., ability to choose standard versus creativity-based assessments) and differences to reflect instructor style and course content (e.g., incorporation of design aspects in more advanced courses). It is anticipated that the use of these standards will improve learning outcomes and enhance the educational experience for neurodivergent students.

Chun, J., Kim, J., Lee, M., & Richard, C. (2024). Navigating the Career Development of Students with Disabilities in Science, Technology, Engineering, and Mathematics (STEM). Rehabilitation Counseling Bulletin OnLine First. DOI: https://doi.org/10.1177/00343552231224778.

In pursuit of the full inclusion of individuals with disabilities in science, technology, engineering, and mathematics (STEM) education and careers, it is essential to facilitate their successful academic and career development, while simultaneously implementing STEM pathways that mitigate barriers and improve retention. This study endeavors to explore the impact of career development activities, self-efficacy, outcome expectations, and goals on the quality of life (QoL) of college students with disabilities in STEM. Participants were 182 college students with disabilities attending 2-year and 4-year private/public universities in a Midwestern state. The findings of this research offer empirical evidence for a structural model that predicts the QoL of college students with disabilities in STEM. These results underscore the importance of strengthening support systems, nurturing partnerships, and enhancing access for students with disabilities engaged in STEM learning and career exploration. By shedding light on these dynamics, this research contributes to the creation of a more inclusive and supportive environment for individuals with disabilities who aspire to excel in STEM fields.

Chun, J., Zhou, K., Rumrill, S., & Tittelbach, T. (2023, March). STEM career pathways for transition-age youth with disabilities. Rehabilitation Research, Policy, and Education, 37(1), 36-48. DOI: http://dx.doi.org/10.1891/RE-22-15.

Background: Although there is an increasing demand for workers in STEM fields, people with disabilities are underrepresented in STEM educational programs and related occupations. Among those who achieved competitive integrated employment after serving under an Individualized Plan for Employment (IPE) by the state-federal vocational rehabilitation (VR) system, only 5.3% of individuals with disabilities were engaged in STEM jobs/careers during the years 2017–2019. Of those with an employment outcome in STEM fields, 8,348 (40.9%) were transition-age youth aged 14–24.

Objective: Using Rehabilitation Service Administration (RSA-911) data for the fiscal years from 2017 to 2019, the current study investigated the characteristics of transition-age youth with disabilities aged 14–24 in the state-federal VR system that predicted employment outcomes in STEM fields.

Methods: A logistic regression analysis was used to examine the associations between individual characteristics and STEM career attainment.

Findings: Results illustrated that gender, race, living arrangement, and the receipt of general assistance/SSI/SSDI/TANF predicted employment outcomes in STEM fields.

Conclusions: The research findings provide support for the understanding of demographic characteristics of transition-age youth with disabilities successfully closed in STEM jobs/careers after serving under an IPE. A discussion of the strategies and interventions associated with promoting career development and decisions toward the STEM field for transition-age youth with disabilities is provided.

Crabtree, A., Caudel, D., Pinette, J., Vang, C., Neikirk, K., Kabugi, K., Zaganjor, E., & Hinton, Jr., A. (2025). Recruiting and retaining autistic talent in STEMM. iScience, 27(3), 109080. DOI: https://doi.org/10.1016/j.isci.2024.109080.

Autistic adults (AA) have the highest unemployment rate relative to other groups, regardless of disability status. Systemic changes are needed to acquire and retain AA in science, technology, engineering, mathematics, and medicine (STEMM). Here, we discuss the unique challenges AA face in STEMM and possible solutions to overcome them.

D’Agostino, A. T. (2021). Accessible teaching and learning in the undergraduate chemistry course and laboratory for blind and low-vision students. In Diversity, Equity, Inclusion, and Respect in Chemistry Education Research and Practice [Special Issue]. Journal of Chemical Education ASAP. DOI: https://doi.org/10.1021/acs.jchemed.1c00285

Symbolic, spatial, and visual information, which is important for comprehending and learning physical and natural sciences, is not readily accessible to blind and low-vision (BLV) students in the undergraduate chemistry classroom, laboratory, and virtual environment via conventional means (through print and images), thus, creating a disadvantageous and inequitable situation. Appropriate instruction methods can be used to include these differently abled students in the learning process while also enhancing the learning outcomes of a diverse student population. By considering the teaching approach and universal design practices, and utilizing adapted methods, collaborative learning, and nonvisual assistive technologies and equipment, chemistry classroom/laboratory work for BLV students can be transformed from a passive experience to an active one. By creating the least restrictive learning environment, BLV students are enabled to become independent workers. Nonvisual ways (i.e., auditory, and text-to-speech applications, speech-enabled equipment, tactile graphics, and physical artifacts) by which BLV students can conduct their work are described, and practical ways for faculty to enhance teaching are presented.

Da Silva, S., & Hubbard, K. (2024). Confronting the legacy of eugenics and ableism: Towards anti-ableist bioscience education. CBE—Life Sciences Education, 23(3). DOI: https://doi.org/10.1187/cbe.23-10-0195.

Society and education are inherently ableist. Disabled people are routinely excluded from education, or have poorer outcomes within educational systems. Improving educational experiences and outcomes for people of color has required educators to design antiracist curricula that explicitly address racial inequality. Here, we explore parallel antiableist approaches to bioscience education in an essay coauthored by a disabled bioscience student and able-bodied faculty member in bioscience. Our work is underpinned by Critical Disability Theory and draws on disability and pedagogical scholarship as well as our own experiences. The biosciences has a unique need to confront its history in the discredited pseudoscience of eugenics, which has led to discrimination and human rights abuses against disabled people. We provide a brief history of the relationship between biological sciences research and eugenics and explore how this legacy impacts bioscience education today. We then present a recommended structure for antiableist biology education. Our approach goes beyond providing disability access, to a model that educates all students about disability issues and empowers them to challenge ableist narratives and practices.

da Silva Júnior, C., Girotto Júnior, G., Morais, C. & Jesus, D. (2024). Green chemistry for all: Three principles of Inclusive Green and Sustainable Chemistry Education. Pure and Applied Chemistry, 96(9), 1299-1311. DOI: https://doi.org/10.1515/pac-2024-0245.

The three principles of Inclusive Green and Sustainable Chemistry Education (IGSCE) are presented to guide the reflection, design, and implementation of potentially inclusive materials and approaches. These principles refer to (i) embracing student-centered learning, (ii) promoting teaching in the five levels of representation in chemistry, and (iii) adapting the curriculum to empower students to apply their academic skills effectively to real-life situations through supportive teaching and social guidance. Educational elements conducive to potentially inclusive classrooms and their interconnections are identified and discussed. These include using the Triangular Bipyramid Metaphor (TBM) to facilitate academic inclusivity for individuals with and without disabilities, such as those who are deaf and blind. Further, the importance of ensuring that all students, regardless of their abilities, can fully participate in the educational experience is highlighted, aligning with Sustainable Development Goal 4 (SDG #4) to achieve inclusive education and lifelong learning opportunities. Green chemistry should be available to everyone, not just a few. It promotes sustainable development and deserves global recognition and support. The change agents targeted by these three principles of IGSCE include, but are not limited to, educators, researchers, teachers, and students in secondary and university education.

Diele-Viegas, L. M., de Almeida, T. S., Amati-Martins, I. et al. (2022). Community voices: Sowing, germinating, flourishing as strategies to support inclusion in STEM. Nature Communications 133219. DOI: https://doi.org/10.1038/s41467-022-30981-6.

Understanding gaps in academic representation while considering the intersectionality concept is paramount to promoting real progress towards a more inclusive STEM. Here we discuss ways in which STEM careers can be sown and germinated so that inclusivity can flourish.

Duong-Tran, D., & Wei, S., & Shen, L. (2024, June), Theorizing neuro-induced relationships between cognitive diversity, motivation, grit and academic performance in multidisciplinary engineering education context. Paper presented at 2024 ASEE Annual Conference & Exposition, Portland, Oregon. DOI: https://doi.org/10.18260/1-2–48152.

Nowadays, engineers need to tackle many unprecedented challenges that are often complex, and, most importantly, cannot be exhaustively compartmentalized into a single engineering discipline. In other words, most engineering problems need to be solved from a multidisciplinary approach. However, conventional engineering programs usually adopt pedagogical approaches specifically tailored to traditional, niched engineering disciplines, which become increasingly deviated from the industry needs as those programs are typically designed and taught by instructors with highly specialized engineering training and credentials. To reduce the gap, more multidisciplinary engineering programs emerge by systematically stretching across all engineering fibers, and challenge the sub-optimal traditional pedagogy crowded in engineering classrooms. To further advance future-oriented pedagogy, in this work, we hypothesized neuro-induced linkages between how cognitively different learners are and how the linkages would affect learners in the knowledge acquisition process. We situate the neuro-induced linkages in the context of multidisciplinary engineering education and propose possible pedagogical approaches to actualize the implications of this conceptual framework. Our study, based on the innovative concept of brain fingerprint, would serve as a pioneer model to theorize key components of learner-centered multidisciplinary engineering pedagogy which centers on the key question: how do we motivate engineering students of different backgrounds from a neuro-inspired perspective?

Ellis-Robinson, T. (2021). Identity development and intersections of disability, race, and STEM: Illuminating perspectives on equity. Cultural Studies of Science Education, 16, 1149–1162. DOI: https://doi.org/10.1007/s11422-020-10011-x.

In this commentary, I discuss the impetus for the study to examine the effect on connectedness to STEM and equitable outcomes in STEM participation for students who are deaf/hard of hearing, and representative of other marginalized identities. Maggie Renken et al.’s theoretical perspective on identity development, intersectionality, and STEM, provide context for understanding barriers and considering practices for supporting development of a STEM identity and pursuit of STEM-related careers. Attention to identity formation and social components of identity formation are key to the study’s significance. I expound upon an extension of the focus on students’ identity development to include an underlying attention to equity and the redressing of systemic oppressions that have prevented access to STEM in the past. I will suggest deepening of the analysis to go beyond an understanding of the utility of identity formation to unearth systemic barriers that are residually evident in the socially influenced development process and in the professional world of STEM.

Fagerstrom, J. M., Eliason, G., Al-Hallaq, H., Taylor, B. A., Ashraf, M. R., & Viscariello, N. (2024). Improving access in medical physics residency programs for physicists with disabilities. Journal of Applied Clinical Medical Physics, 25(10), e14518. https://doi.org/10.1002/acm2.14518.

Within the landscape of medical physics education, residency programs are instrumental in imparting hands-on training and experiential knowledge to early-career physicists. Ensuring access to educational opportunities for physicists with disabilities is a legal, ethical, and pragmatic requirement for programs, considering that a significant proportion of the United States population has a disability. Grounded in conceptual frameworks of competency-based medical education and the social model of disability, this work provides an introduction to some practical recommendations for medical physics residency programs. Strategies include embracing universal design principles, fostering partnerships with disability service offices, using inclusive language, developing and publicizing clear procedures for disclosing disabilities and requesting accommodations, and maintaining an overall commitment to equitable access to education. This work urges medical physics residency leadership to proactively move towards training environments that support the needs of residents across the spectrum of disability, highlighting why disability inclusion fundamentally enriches diversity.

Fiss, B. G., D’Alton, L., & Noah, N. M. (2023, November 27). Chemistry is inaccessible: How to reduce barriers for disabled scientists. Nature, 623, 913-915. DOI: https://doi.org/10.1038/d41586-023-03634-x.

From classrooms to laboratories and conferences, working in chemistry presents huge challenges to disabled, chronically ill and neurodivergent people. Some simple fixes can help to shift the dial.

Fletcher, N., & Waid, B. (2024, July). Building Communities of Care for Equity, Justice, and Culturally Responsive Practice in Mathematics Education. Journal of Humanistic Mathematics, 14(2), 369-422. DOI: https://doi.org/10.5642/jhummath.ZVWH1822.

Teaching is widely considered one of the “caring professions,” but conceptualizations of care and how care is put into practice in education are not universal. In this article, we draw from a range of perspectives on care that integrate supportive interpersonal relationships, high expectations, and culturally relevant theories of critical care, as well as Queer Theory and Disability Justice, to explore the application of these ideas in mathematics education. We identify key elements for building communities of care in mathematics education contexts: co-constructing community agreements, redefining participation, shifting traditional power structures, collaborative problem solving, and building networks of care beyond the classroom. We share our experiences implementing these elements of communities of care and propose that the integration of these elements can serve as the starting point for a framework for building communities of care for equity, justice, and culturally responsive practice in mathematics education.

Friedensen, R., Lauterbach, A., Kimball, E., & Mwangi, C. G. (2021, Spring). Students with high-incidence disabilities in STEM: Barriers encountered in postsecondary learning environments. Journal of Postsecondary Education and Disability, 34(1), 77-90.

Students with non-apparent, high-incidence disabilities encounter barriers in postsecondary STEM learning environments. These barriers negatively influence their success therein. Using Fishkin’s (2014) theory of bottlenecks within opportunity structures, data from 16 qualitative interviews show how barriers encountered serve to constrain the success of students with disabilities. These barriers exist during the transition to postsecondary STEM learning environments, and arise from peer and faculty behavior, organizational structures, and the alignment of STEM and disability identity. Major implications relate to the redesign of STEM learning environments and the use of bottlenecks as analytic lens for studying the experiences of students with disabilities.

Friedensen, R., Lauterbach, A., Mwangi, C. G., & Kimball, E. (2022). Examining the Role of Family in the Development of Pre-college STEM Aspirations among Students with Disabilities. Journal of Postsecondary Student Success, 1(3), 13–31. DOI: https://doi.org/10.33009/fsop_jpss128231.

In this qualitative cross-case study, we examine the role of familial habitus in providing early access to navigational capital and opportunities predictive of STEM success. Interviews with 18 students with non-apparent disabilities at a large, four-year research university in New England showed that parents and family played a key role in multiple dimensions of student experiences with disability. We organized the findings around three themes about family: (a) family’s framing of disability and academic ability; (b) family support of STEM interests; and (c) family as STEM role models. We extend these findings to highlight the importance of family more broadly, supporting research that indicates the critical role that parental involvement plays in the development of STEM aspirations and success.

Gavrilova, Y., Bogdanova, Y., Orsayeva, R., Khimmataliev, D. & Rezanovich, I. (2021). Peculiarities of training engineering students with disabilities. International Journal of Engineering Pedagogy, 11(4), 148-164. DOI: https://doi.org/10.3991/IJEP.V11I4.21361

In this day and age, there are increasing discussions and calls for shifting towards inclusive education. In view of this, the present study intended to identify the most severe challenges disabled engineering students face according to their own view and find possible ways to solve them. For this particular aim, a survey of 555 students from five universities of Russia, Kazakhstan, and Uzbekistan was performed. These were the Bauman Moscow State Technical University, Northern Trans-Ural State Agricultural University, Sarsen Amanzholov East Kazakhstan State University, Tashkent Institute of Irrigation and Agricultural Mechanization Engineers, and South Ural State University. The survey was carried out in two stages. The first focused on identifying the main problems of disabled students (physical environment, staff skills and knowledge, theory-practice relationship, assessment peculiarities, and bias). The second intended to define the most critical of them (unadapted physical environment and reduced abilities to apply theoretical knowledge in practice). To resolve these issues, the authors propose the following recommendations to be adopted. These include adapted laboratories and equipment; programs that allow performing practical tasks; engineering tutors able to assist in performing practical tasks; an adapted assessment system with reference to health condition; psychological support to integrate disabled students into an inclusive team and eliminate prejudices. The obtained research findings can be used by other universities to promote a comprehensive integration of students with special needs into the educational process.

Gin, L. E., Guerrero, F. A., Brownell, S. E., & Cooper, K. M. (2021). COVID-19 and undergraduates with disabilities: Challenges resulting from the rapid transition to online course delivery for students with disabilities in undergraduate STEM at large-enrollment institutions. CBE Life Sciences Education20(3), ar36. DOI: https://doi.org/10.1187/cbe.21-02-0028.

The COVID-19 pandemic caused nearly all colleges and universities to transition in-person courses to an online format. In this study, we explored how the rapid transition to online instruction during the COVID-19 pandemic affected students with disabilities. We interviewed 66 science, technology, engineering, and math (STEM) undergraduates with disabilities at seven large-enrollment institutions during Spring 2020. We probed to what extent students were able to access their existing accommodations, to what extent the online environment required novel accommodations, and what factors prevented students from being properly accommodated in STEM courses. Using inductive coding, we identified that students were unable to access previously established accommodations, such as reduced-distraction testing and note-takers. We also found that the online learning environment presented novel challenges for students with disabilities that may have been lessened with the implementation of accommodations. Finally, we found that instructors making decisions about what accommodations were appropriate for students and disability resource centers neglecting to contact students after the transition to online instruction prevented students from receiving the accommodations that they required in STEM courses during the COVID-19 pandemic. This study illuminates current gaps in the support of students with disabilities and pinpoints ways to make online STEM learning environments more inclusive for students with disabilities.

Gin, L. E., Guerrero, F. A., Cooper, K. M., & Brownell, S. E. (2020). Is active learning accessible? Exploring the process of providing accommodations to students with disabilities. In C Brame (Ed.), Special Section on Cross-Disciplinary Research in Biology Education. CBE—Life Sciences Education, 19(4). DOI: https://doi.org/10.1187/cbe.20-03-0049.

On average, active learning improves student achievement in college science courses, yet may present challenges for students with disabilities. In this essay, we review the history of accommodating students with disabilities in higher education, highlight how active learning may not always be inclusive of college science students with disabilities, and articulate three questions that could guide research as the science community strives to create more inclusive environments for undergraduates with disabilities: 1) To what extent do stakeholders (disability resource center [DRC] directors, instructors, and students) perceive that students with disabilities encounter challenges in active learning? 2) What accommodations, if any, do stakeholders perceive are being provided for students with disabilities in active learning? and 3) What steps can stakeholders take to enhance the experiences of students with disabilities in active learning? To provide an example of how data can be collected to begin to answer these questions, we interviewed 37 DRC directors and reported what challenges they perceive that students with disabilities experience in active learning and the extent to which accommodations are used to alleviate challenges. We conclude the essay with a suite of recommendations to create more inclusive active-learning college science classes for students with disabilities.

Gin, L. E., Pais, D., Cooper, K. M., & Brownell, S. E. (2022). Students with disabilities in life science undergraduate research experiences: Challenges and opportunities. CBE Life Science Education, 21, ar32. DOI: https://doi.org/10.1187/cbe.21-07-0196.

Individuals with disabilities are underrepresented in postsecondary science education and in science careers, yet few studies have explored why this may be. A primary predictor of student persistence in science is participating in undergraduate research. However, it is unclear to what extent students with disabilities are participating in research and what the experiences of these students in research are. To address this gap in the literature, in study 1, we conducted a national survey of more than 1200 undergraduate researchers to determine the percent of students with disabilities participating in undergraduate research in the life sciences. We found that 12% of undergraduate researchers we surveyed self-identified as having a disability, which indicates that students with disabilities are likely underrepresented in undergraduate research. In study 2, we conducted semistructured interviews with 20 undergraduate researchers with disabilities. We identified unique challenges experienced by students with disabilities in undergraduate research, as well as some possible solutions to these challenges. Further, we found that students with disabilities perceived that they provide unique contributions to the research community. This work provides a foundation for creating undergraduate research experiences that are more accessible and inclusive for students with disabilities.

Girolamo, T., Castro, N., Eisel Hendricks, A., Ghali, S., & Eigsti, I. (2022, Nov. 21). Implementation of Open Science Practices in Communication Sciences and Disorders Research with Black, Indigenous, and People of Color. Journal of Speech, Language, and Hearing e-Pub Ahead of Issue. DOI: https://doi.org/10.1044/2022_JSLHR-22-00272.

Purpose: Open science that is truly accessible and transparent to all will enhance reproducibility. However, there are ethical and practical concerns in implementing open science practices, especially when working with populations who are systematically excluded from and marginalized in communication sciences and disorders (CSD) research, such as Black, Indigenous, and People of Color (BIPOC) from clinical populations. The purpose of this article was to discuss these concerns and present actionable steps to support open science in CSD research with BIPOC.

Conclusions: In the movement toward open and reproducible science, the discipline of CSD must prioritize accessibility and transparency, in addition to the implementation of individual scientific practices. Such a focus requires building trust with BIPOC not only as research participants but also as valued leaders of the scientific community.

Gordián-Vélez, W. J. (2022). Policy Position Paper: Ensuring the Inclusion of People with Disabilities in STEM Education and Careers. Journal of Science Policy & Governance, 20(2). DOI: https://doi.org/10.38126/JSPG200203.

Achieving full inclusion for people with disabilities in STEM is a matter of national security, economic prosperity, and equity. People with disabilities in STEM are underrepresented in postsecondary degrees and employment and they have higher unemployment rates and earn less. Inaction at the federal level has contributed to perpetuating these disparities. The federal government, especially through a signed law, could provide the funding and mandate to establish the institutional support, resources, and incentives needed so people with disabilities have equitable access to STEM and they can contribute to the scientific and technological innovation the U.S. needs to confront its great challenges. Congress has lately been working to bolster the country’s scientific and technological enterprise and to increase the diversity of our STEM workforce, through HR4521, the America COMPETES Act, and S1260, the U.S. Innovation and Competition Act. Some of these proposals are promising but fail to include provisions specific to people with disabilities. As Congress considers a HR4521/S1260 compromise bill, it has the opportunity to include programs that ensure the inclusion and promote the success of people with disabilities in STEM.

Gregg, N., Wolfe, G., Jones, S., Todd, R., Moon, N., & Langston, C. (2016, Spring). STEM E-mentoring and community college students with disabilities. Journal of Postsecondary Education and Disability, 29(1), 47-63.
This article reports the findings from a qualitative study to understand the provision of electronic mentoring (e-mentoring) to support the educational persistence of students with disabilities at a two-year college in a large city in the U.S. South. Building upon a five-year project at three postsecondary institutions and three secondary school systems, this article presents the results from interviews with selected participants, which were analyzed using a qualitative case study design. Three aspects of a STEM e-mentoring program were examined: (1) the use of virtual environments and social media settings; (2) the development of e-mentoring relationships; and (3) the examination of persistence constructs. Eight participants were recruited for the study representing individuals with disabilities, non-traditional age students, and individuals from minority populations. Four critical findings were observed: (1) virtual environments and social media tool usage varied depending on context, accessibility, and practical considerations; (2) STEM learning and emotional supports were enhanced when embedded in the practice of e-mentoring; and (3) five persistence constructs (intention to persist, self-determination, self-advocacy, science affect, and math affect) informed STEM outcomes for community college students with disabilities.

Guthrie, M. W., Wu, X., Scanlon, E. M., Syerson, E., Butler, J., Mora, B., Cassens, D., Moenter, M. D., Bott, T., Adams, T., & McPadden, D. (2025, May 1). “The system wasn’t designed for us”: Experiences of five disabled physics students. Physics Teacher, 63(5), 386–387. DOI: https://doi.org/10.1119/5.0273259.

Systemic ableism in higher education continues to undermine students with disabilities.1 In this paper, we highlight the experiences of five disabled physics students (whose pseudonyms and positionalities are available as part of a previous paper2) and reveal how institutional barriers and internalized ableism force them to exert extra effort, often sacrificing health and well-being, just to keep pace with expectations put on them. Although disability accommodations are available, they frequently fail to address the fundamental issues of inclusion.1 Navigating these challenges requires relentless self-advocacy amid an unsupportive system that inadvertently reinforces feelings of inadequacy and imposter syndrome. Embracing proactive systemic changes can make higher education become an environment that truly values and supports all students, ensuring equity and fostering genuine academic success. In this paper, we describe the Courses to Careers (C2C) design team members’ experiences being disabled in physics undergraduate courses.

Hales, K. G. (2020). Signaling inclusivity in undergraduate biology courses through deliberate framing of genetics topics relevant to gender identity, disability, and race. CBE—Life Sciences Education, 19(2). DOI: https://doi.org/10.1187/cbe.19-08-0156.

The study of genetics centers on how encoded information in DNA underlies similarities and differences between individuals and how traits are inherited. Genetics topics covered in a wide variety of undergraduate biology classrooms can relate to various identities held by students such as gender identity, disability, and race/ethnicity, among others. An instructor’s sensitive approaches and deliberate language choices regarding these topics has the potential to make the critical difference between welcoming or alienating students and can set a tone that communicates to all students the importance of diversity. Separating the sperm/egg binary from gendered terms in coverage of inheritance patterns, along with inclusion of transgender people in pedigree charts, may make the classroom more welcoming for students of diverse gender identities. Choosing nonstigmatizing language and acknowledging disability identities in discussions of genetic conditions may help students with visible and invisible disabilities feel validated. Counteracting genetics-based pseudoscientific racism and the stereotype threat to which it contributes may be facilitated by more thorough integration of quantitative and population genetics topics. Instructors may thus potentially enhance retention of students of diverse backgrounds in biology through careful consideration and crafting of how human differences are described and connected with principles of genetics.

Hardin, J., Carter, A., Smith, L., Lama, P., Pasquantonio, A., & Hakim, A. (2024). Perpetuating ableism in engineering education: The role of user abstraction and expertise hierarchies in the design process.” Anthropology & Education Quarterly Early View: e12531. DOI: https://doi.org/10.1111/aeq.12531.

This ethnographic study investigates the teaching and learning of the design process in biomedical engineering classrooms. Through classroom fieldwork, we examine how faculty and students conceptualize and implement the design process, focusing on its linear teaching methods, the abstraction of users, and the reinforcement of expertise hierarchies. Our analysis reveals how these pedagogical practices perpetuate ableist assumptions within engineering education. This research contributes to the understanding of how educational practices in engineering shape professional identities and reinforce systemic biases.

James, W., Lamons, K., Spilka, R., Bustamante, C., Scanlon, E., & Chini, J. J. (2019). Hidden walls: STEM course barriers identified by students with disabilities. arXiv:1909.02905. DOI: https://doi.org/10.48550/arXiv.1909.02905.

Historically, non-disabled individuals have viewed disability as a personal deficit requiring change to the disabled individual. However, models have emerged from disability activists and disabled intellectuals that emphasize the role of disabling social structures in preventing or hindering equal access across the ability continuum. We used the social relational proposition, which situates disability within the interaction of impairments and particular social structures, to identify disabling structures in introductory STEM courses. We conducted interviews with nine students who identified with a range of impairments about their experiences in introductory STEM courses. We assembled a diverse research team and analyzed the interviews through phenomenological analysis. Participants reported course barriers that prevented effective engagement with course content. These barriers resulted in challenges with time management as well as feelings of stress and anxiety. We discuss recommendations for supporting students to more effectively engage with introductory STEM courses.

Kim, H., Ottens, M., Jacob, M., & Qiao, X. (2025). Examining STEM Preferences in Autistic Students: The Role of Contextual Support, Self-Efficacy, and Outcome Expectations. Exceptional Children OnlineFirst. DOI: https://doi.org/10.1177/00144029241312777.

Over recent decades, there has been a significant increase in postsecondary STEM education among autistic individuals. Using data from the High School Longitudinal Study of 2009, this study examined the STEM pathways of autistic students, emphasizing key determinants like proximal context, self-efficacy, and outcome expectations within the framework of social cognitive theory. The results revealed that despite a lower college attendance rate, autistic students displayed a pronounced inclination for STEM majors, particularly in the fields of science, engineering, and mathematics. Notably, autistic students who pursue higher education tend to exhibit increased levels of self-efficacy and anticipate more positive outcomes within STEM disciplines. However, the levels of both constructs in mathematics had decreased by the 11th grade. Nonetheless, STEM self-efficacy played a significant role in influencing outcome expectations and major choices, with this relationship being more pronounced among autistic students. For autistic students, their choice of a STEM major was influenced by their self-efficacy, as well as factors like race and gender. On the other hand, for non-autistic students, their proximal context was an additional determinant in their decision. Insights gained from this research can inform educational strategies aimed at facilitating the participation of autistic individuals in postsecondary STEM education and related career paths.

Kingsburg, C. G., Silbert, E. C., Killingback, Z., & Atchison, C. L. (2020). “Nothing about us without us:” The perspectives of autistic geoscientists on inclusive instructional practices in geoscience education. Journal of Geoscience Education, 68(4), 302-310. DOI:  https://doi.org/10.1080/10899995.2020.1768017.

Increasingly more students with disabilities, including autistic or otherwise neurodiverse students, are studying for degrees in STEM field subjects. In recent years, there has been an increased effort from the geoscience education community to make teaching more accessible and inclusive to these students. However, much of the literature on this topic lacks the voice of the individuals these practices aim to serve. This, combined with the medical, deficit-based understanding of autism typically presented in the literature, has resulted in the perpetuation of harmful stereotypes, along with recommendations that may not actually serve as best practice. Here we present a more accurate and holistic explanation of what autism actually is, using our lived experiences as autistic geoscientists. We then outline a comprehensive framework for best supporting autistic and neurodiverse geoscience students, with a focus on field-based learning. This framework includes three pillars: (a) develop effective communication pathways with autistic students, (b) presume competence and include autistic students in the planning of their own accommodations, and (c) employ strategies for expectation management. We also touch on the importance of recognizing the sensory processing aspects of autism spectrum conditions and suggest strategies for minimizing these difficulties in a field environment. By centering autistic voices in the discussion of how to support autistic geoscience students, we hope to change the narrative of inclusion for this diverse, but significant population.

Kohnke, S., & Zaugg, T. (2025). Artificial Intelligence: An Untapped Opportunity for Equity and Access in STEM Education. In L. Dieker, E. Vasquez., & M. T. Marino (Eds.), Application of AI Technologies in STEM Education [Special Issue]. Education Sciences15(1), 68. DOI: https://doi.org/10.3390/educsci15010068.

Artificial intelligence (AI) holds tremendous potential for promoting equity and access to science, technology, engineering, and mathematics (STEM) education, particularly for students with disabilities. This conceptual review explores how AI can address the barriers faced by this underrepresented group by enhancing accessibility and supporting STEM practices like critical thinking, inquiry, and problem solving, as evidenced by tools like adaptive learning platforms and intelligent tutors. Results show that AI can positively influence student engagement, achievement, and motivation in STEM subjects. By aligning AI tools with Universal Design for Learning (UDL) principles, this paper highlights how AI can personalize learning, improve accessibility, and close achievement gaps in STEM content areas. Furthermore, the natural intersection of STEM principles and standards with the AI4K12 guidelines justifies the logical need for AI–STEM integration. Ethical concerns, such as algorithmic bias (e.g., unequal representation in training datasets leading to unfair assessments) and data privacy risks (e.g., potential breaches of sensitive student data), require critical attention to ensure AI systems promote equity rather than exacerbate disparities. The findings suggest that while AI presents a promising avenue for creating inclusive STEM environments, further research conducted with intentionality is needed to refine AI tools and ensure they meet the diverse needs of students with disabilities to access STEM.

Kwong, E., & Lu, T. (2021, May 28). Short wave: Disabled scientists are often excluded from the labNational Public Radio [Website]. 

“Scientists and students with disabilities are often excluded from laboratories — in part because of how they’re designed. Emily Kwong speaks to disabled scientist Krystal Vasquez on how her disability changed her relationship to science, how scientific research can become more accessible, and how STEM fields need to change to be more welcoming to disabled scientists.”

Lawler, J. (2024). A Case Study for Enabling Autistic Students to Enter Best-of-Class Career Programs in Science, Technology, Engineering, and Mathematics (STEM). The Coastal Business Journal, 20(1), Art. 2.

Colleges can better engage autistic students. Autistic students can especially excel if colleges have a better model for growth opportunities in STEM. In this paper, in this first phase of study, the author contributes a model for best-of-class post-secondary education programs in science, technology, engineering and mathematics (STEM) for autistic entrepreneurial students. The model enables autistic students, and non-profit organizations advocating for them, in evaluating features of post-secondary education programs in STEM. The model of this paper is a foundation for helping autistic students to enter fruitfully into professions in society.

Lee, Y., Davis, M., Lopez, E., Yakubova, G., & Cumming, I. (2024). Preparing students with intellectual disability for science, technology, engineering, and math careers. Including Disability, 4, 1–14. https://doi.org/10.51357/id.v4i.258.

Research indicates that outcomes for individuals with intellectual disability in post-secondary education (PSE), employment, and independent living lag in comparison to the general population. Students with disabilities, particularly those with intellectual disability, are underrepresented in science, technology, engineering, and mathematics (STEM) careers and face barriers in accessing STEM courses and career opportunities. Furthermore, students with intellectual disability are disproportionately affected by the impact of unemployment and underemployment and overall quality of life. Providing students with intellectual disability with opportunities for STEM instruction and access to STEM careers could help them with employment in the field. Therefore, the call exists for researchers, practitioners, and policy makers to strengthen employment pathways for individuals with intellectual disability to find and maintain competitive employment, including STEM careers. This paper discusses potential barriers for individuals with intellectual disability in their pursuit of a career in STEM and offers recommendations for addressing the identified issues.

Leigh, J., Sarju, J., & Slater, A. (2024). Can science be inclusive? Belonging and identity when you are disabled, chronically ill or neurodivergent. In C. Kandiko Howson & M. Kingsbury (Eds.), Belonging and Identity in STEM Higher Education (pp. 269-291). London: UCL Press.

“Belonging and identity in any aspect of science, technology, engineering and maths (STEM) education must be addressed intersectionally. The barriers and challenges that an individual experiences from any one protected characteristic (such as disability, chronic illness, neurodivergence, race, ethnicity, religion, sexuality or gender) cannot be considered in isolation. In this chapter we present a series of case studies, and focus on how STEM laboratories can and should be managed to ensure that they are inclusive of students and staff who are disabled, chronically ill, neurodivergent or a combination of those” (p. 269).

Limas, J. C., Corcoran, L. C., Baker, A. N., Cartaya, A. N., & Ayres, Z. S. (2022). The impact of research culture on mental health & diversity in STEM. Chemistry: A European Journal Early View. DOI: https://doi.org/10.1002/chem.202102957.

This paper focuses on key aspects of academic research culture that can impact STEM researcher mental health: bullying and harassment; precarity of contracts; diversity, inclusion, and accessibility; and the competitive research landscape, as well as exploring why mental health matters for researchers. Further, key recommendations are provided and actionable steps are outlined that institutions can take to make research in STEM inclusive for all.

The onset of COVID-19, coupled with the finer lens placed on systemic racial disparities within our society, has resulted in increased discussions around mental health. Despite this, mental health struggles in research are still often viewed as individual weaknesses and not the result of a larger dysfunctional research culture. Mental health interventions in the science, technology, engineering, and mathematics (STEM) academic community often focus on what individuals can do to improve their mental health instead of focusing on improving the research environment. In this paper, we present four aspects of research that may heavily impact mental health based on our experiences as research scientists: bullying and harassment; precarity of contracts; diversity, inclusion, and accessibility; and the competitive research landscape. Based on these aspects, we propose systemic changes that institutions must adopt to ensure their research culture is supportive and allows everyone to thrive.

Link, A. J. (2024, May). An Accessible Future. In D. Norman, T. Sacco, & D. Russell (Eds.), An Astronomical Inclusion Revolution Advancing Diversity, Equity, and Inclusion in Professional Astronomy and Astrophysics (pp. 3-1 – 3-6). Bristol, UK: IOP Publishing Ltd. DOI: https://doi.org/10.1088/2514-3433/ad2174ch3.

What does it mean when we make the claim that the future should be accessible? How far into the future do we have to travel before we live in an accessible world? What does a truly accessible world look and sound and feel like? What will the experiences in an accessible future be? And how will we know that the world is accessible? As someone working on Space Law and Outer Space communication, these are questions that I think about daily. In my work, I try to center accessibility and the needs of folks who do not have access to the spaces and places where so many incredible things are happening within the space industry and the broader space community. My background is in disability rights policy work and disability justice organizing through various disability-led nonprofits, however the idea of access and creating an Accessible Future goes so far beyond disability inclusion as part of our diversity initiatives, and requires a radical reimagining of the futures we want to create.

Marjadi, M. N., Smith, R. A., Tu, H. F., Ajmani, A. M., Holland, A. R., Lopez, B. E., Morelli, T. L., & Bradley, B. A. (2025). Centering voices of scientists from marginalized backgrounds to understand experiences in climate adaptation science and inform action. PLOS One. DOI: https://doi.org/10.1371/journal.pone.0318438.

Identifying and building solutions to help people and ecosystems adapt to climate change requires participation of all people; however, Science, Technology, Engineering, and Mathematics (STEM) fields, including environmental sciences, continue to lack diversity. To address this issue, many institutions have increased programming to recruit and retain people from historically marginalized backgrounds in STEM fields. Institutions use surveys to evaluate the experiences of community members and identify areas for improvement; however, surveys often summarize and reflect majority perspectives and disregard voices of historically marginalized individuals. In June 2021, a survey of graduate students, postdocs, faculty, staff, and researchers affiliated with the Northeast Climate Adaptation Science Center (NE CASC) evaluated their experiences of diversity, equity, inclusion, and justice (DEIJ) using Likert-based and long-answer questions. We analyzed the results as a whole, but also focused on the responses of people who self-identified as members of a marginalized group (“marginalized respondents”) in climate adaptation science to center their voices. Marginalized respondents reported being motivated to enter climate adaptation science to improve society and the environment rather than for intellectual curiosity, which motivated one third of non-marginalized respondents. Once in science, marginalized respondents reported feeling less supported and comfortable at work and were more likely to have considered leaving science and academia in the last year. Long-answer responses of marginalized respondents indicated distrust in the ability of leadership and existing DEIJ initiatives to effectively tackle systemic issues and emphasized the importance of focusing on equity and inclusion before recruitment. Marginalized respondents identified additional funding to support existing DEIJ efforts and undergraduates as priorities. By allowing participants to self-identify as part of a marginalized group, we were able to highlight experiences and needs without risking exposure based on race, gender, disability status, or sexual orientation. This approach can be applied to other small organizations with limited demographic diversity.

Mattison, S. M., Gin, L., Abraham, A. A.,Moodie, M., Okanlami, F., & Wander, K. (2022). Community voices: Broadening participation in Science, Technology, Engineering, Mathematics, and Medicine among persons with disabilities. Nature Communications, 13(7208). DOI: https://doi.org/10.1038/s41467-022-34711-w.

Disability has too often been peripheral to efforts to widen the STEMM pipeline, hampering research quality and innovation. Inspired by change in education delivery and research collaborations during the pandemic, we offer a structure for efforts to recruit and retain disabled scientists and practitioners.

McCall, C., Shew, A., Simmons, D. R., Paretti, M. C., & McNair, L. D. (2020). Exploring student disability and professional identity: navigating sociocultural expectations in U.S. undergraduate civil engineering programs. Australasian Journal of Engineering Education, 25(1), 79-89. DOI: https://doi.org/10.1080/22054952.2020.1720434.

National agencies throughout Australia and the United States (U.S.) have called for broadened participation in engineering, including participation by individuals with disabilities. However, studies demonstrate that students with disabilities are not effectively supported by university systems and cultures. This lack of support can shape how students form professional identities as they move through school and into careers. To better understand these experiences and create a more inclusive environment in engineering, we conducted a constructivist grounded theory exploration of professional identity formation in students who identify as having a disability as they study civil engineering and experience their first year of work. We conducted semi-structured interviews with 24 undergraduate civil engineering students across the U.S. and analysed them using grounded theory techniques. Navigating sociocultural expectations of disability emerged as one key theme, consisting of three strategy types: (1) neutrally satisfying expectations, (2) challenging expectations, and (3) aligning with expectations. Regardless of strategy, all participants navigated sociocultural expectations related to their studies and their disabilities. This theme highlights the ways sociocultural influences impact students’ navigation through their undergraduate civil engineering careers. These findings can be used to examine cultural barriers faced by students with disabilities to enhance their inclusion in engineering.

McCullough, B., Bellman, S., Buck, A., Jenda, O., Jenson, R., Marghitu, D., Massey-Garrett, T., Petri, A., Pettis, C., Shannon, D., Takahashi, K. & Traiger, J. (2024). NSF Eddie Bernice Johnson INCLUDES Initiative: TAPDINTO-STEM National Alliance for Students with Disabilities in STEM, An Innovative Intersectional Approach of Diversity, Equity, and Inclusion for Students with Disabilities. In M. Antona & C. Stephanidis (Eds.), Universal Access in Human-Computer Interaction HCII 2024 Lecture Notes in Computer Science, Vol 14698. Springer, Cham. https://doi.org/10.1007/978-3-031-60884-1_8.

Persons with disabilities are one of the most significantly underrepresented groups in STEM education and employment, comprising a disproportionately smaller percentage of STEM degrees and jobs compared to their percentages in the U.S. population [1]. TAPDINTO-STEM employs a collective impact approach with dozens of partnering institutions to increase the number of students with disabilities (SWDs) who complete associate, baccalaureate and graduate STEM degrees and enter the STEM workforce.

McDermott, L. G., Mosley, N. A. & Cochran, G. L. (2024, February). Diverging nonlocal fields: Operationalizing critical disability physics identity with neurodivergent physicists outside academia. Physical Review Physics Education Research, 20(1), 010111. DOI: https://doi.org/10.1103/PhysRevPhysEducRes.20.010111.

Science, technology, engineering, and mathematics (STEM) education research and physics education research, in particular, are currently struggling with a dearth of research into understanding the experiences and identity development of neurodivergent students. In addition, an even larger gap in research exists looking into nonacademic members who have left the field and still strongly identify with their disciplinary identity. As valued members of our physics community, these colleagues provide a unique perspective as to how identity and participation are nurtured and developed, particularly among rising disabled physicists. To resolve these current issues and aid in future research, we operationalize our new Critical Disability Physics Identity framework and present results from interviews with three neurodivergent post-baccalaureate nonacademic physicists (those who have left physics and retain a strong affinity toward their identity as a physicist). As the first paper in a four-part phenomenological study into the identity development of neurodivergent physicists, we also present an analysis of each interview through a Critical Disability Physics Identity lens and discuss the implications of their Critical Disability Physics Identity development. We find that neurodivergent students experience very little outright discrimination and violence but experience structural ableism in the form of assessment that is not constructed for how neurodivergent physicists perform physics-related tasks. Additionally, we find that neurodivergent physicists seem to ground identity in having a strong interest in physics, something that is only shaken by professors and others in power being neutral toward the discrimination experienced by neurodivergent people. We find that there are very large power imbalances between professors and neurodivergent students and that only when professors and others in power are actively anti-ableist is this power imbalance remedied and neurodivergent students begin to feel that they are physicists.

McDermott, L. G., & Oleynik, D. P.  (2023). Neuroqueer literacies in a physics Context: A discussion on changing the physics classroom using a neuroqueer literacy framework. arXiv physics, 2309.04424v1. DOI: https://doi.org/10.48550/arXiv.2309.04424.

Life experience, identity, the relationship between ourselves and the world around us among others, all affect and shape how we, as scientists, construct knowledge. Neurodiversity, the diversity of minds, is an interesting concept when keeping this in mind. Being neurodivergent, or neuroqueer (the viewing of being neurodivergent as a queer thing, along with the intersection of neurodiversity and queerness), means having non-neurotypical ways of perceiving and interacting with the world, and especially of creating knowledge about the rules and regulations, both natural and societal, that govern it locally and broadly. Neuroqueer physicists, therefore, have unique non-normative ways of doing physics, the study of the rules (which is done societally) which govern the natural world. It is imperative that, when teaching neurodivergent students, we encourage and support this non-normative way of thinking about physics, and help them do physics in ways that they will be successful, and support the development of Neuroqueer (Scientific) Literacies, from Kleekamp’s and Smilges’s works on literacy. We here present a brief overview of Neuroqueer Literacies and how to apply them in the physics classroom.

McDonald, N., Massey, A. & Hamidi, F. (2021, December). AI-Enhanced Adaptive Assistive Technologies: Methods for AI Design Justice. In S. Pan & J. Foulds (Eds.), Responsible AI and Human-AI Interaction [Special Issue]. Bulletin of the Technical Committee on Data Engineering, 44(4), 3-13.

The design of artificial intelligent (AI) enhanced adaptive assistive technologies (AATs) presents exciting promise for those with motor or audio/vision impairment. However, these technologies also introduce tremendous privacy risks, particularly for those with compounding identity vulnerabilities. In this paper, we reflect on why and how AATs need to be designed in collaboration with intersectional AAT users to
ensure that the benefits of AI do not sacrifice privacy for the most vulnerable. We discuss methods and tools we have developed to meet these challenges, lessons we have learned from studies with them, and future opportunities.

Meghdari, A., & Alemi, M.  (2020, June 26). STEM teaching-learning communication strategies for Deaf students. RAIS: Research Association for Interdisciplinary Studies. DOI: https://doi.org/10.5281/zenodo.3909869.

Language is one of the most important features of humanity and an essential element of human existence. Sign language is a solution to meet the verbal and communication needs of the Deaf community as the many spoken languages meet the communication needs of the hearing community. Since unique skills and life experiences shape scientists, each researcher has their own perspective on research endeavors. Consequently, the diversity of life and cultural experiences among scientists has led to the expansion of research directions, and accordingly, to scientific inventions and discoveries. Deaf people, for example, have been successful prospects in scientific research and discoveries. However, the Deaf continue to face challenges in academic science and engineering education. Most Deaf students in Science, Technology, Engineering, and Mathematics (STEM) associate with professors who have little experience working with Deaf people and often lack an awareness of Deaf people and their culture. A lack of access to the necessary communication skills can often cause Deaf students to feel dissatisfied or unable to study basic science and engineering subjects. This paper attempts to provide some key solutions to support Deaf students in science and engineering using a descriptive-analytical approach, reviewing the evidence, opinions, and experiences of Deaf experts and scientists. In this study, we discuss potential topics for teaching and coaching research suitable to the Deaf academic environment, concerning the layout of class and chairs, and also point out the importance of Deaf/hard of hearing scientists in deaf-related research. In addition, we address the need and impact of general and specialized sign language instruction in university curricula to enhance the communication skills of interested graduates in the face of the Deaf community.

Mendelson III, J. R. (2022). Letters to the Editor: What happens when a field biologist becomes disabled? Herpetological Review, 53(1), 64–66.

“What happens when fieldwork goes away? What happens when a field biologist suddenly becomes disabled?” (p. 64).

Mercer-Mapstone, L., Banas, K., Davila, Y., Huston, W., Meier, P., & Mekonnen, B. (2021). ‘I’m not alone’: outcomes of a faculty-wide initiative for co-creating inclusive science curricula through student–staff partnership. International Journal for Academic Development Ahead-of-Print. DOI: https://doi.org/10.1080/1360144X.2021.1988618.

We explored the experiences of and outcomes for students and staff working in partnership on an academic development project aiming to enhance the inclusivity of science curricula across a faculty. Quantitative survey data revealed changes in student and staff perceptions, including increases in sense of belonging for both, perceptions of fairness in decision-making for students, and increased adoption of inclusive teaching practices for staff. Open responses articulated the benefits and challenges of the project. Implications of this research will be relevant to academic developers working in similar spaces, such as decolonising the curriculum or engaging students as partners in development work.

Mikropoulos, T. A., & Iatraki, G. (2022). Digital technology supports science education for students with disabilities: A systematic review. Education and Information Technologies. DOI: https://doi.org/10.1007/s10639-022-11317-9.

Students with disabilities are being encouraged to achieve high academic standards in science education to understand the natural world, acquire life skills, and experience career success. To this end, digital technology supports students with disabilities in order for them to achieve science literacy. While relevant research has presented evidence-based practices to teach science content, the role of technology has yet to be clearly defined in teaching and learning processes. This article presents a systematic literature review on the contribution of technology in science education for students with disabilities. A total of 21 journal articles, during the 2013–2021 period, were identified after an exhaustive search in academic databases. The educational context and learning outcomes of these 21 empirical studies were analyzed. The results show that increased motivation was the main contribution for using digital technology in science education. Positive learning outcomes likely depend on the way digital technology is used, i.e., affordances of each specific technological implementation. Digital technology and its affordances are recommended among other quality indicators for evidence-based research designs in digitally supported learning environments for students with disabilities.

Morgan, J. D. (2023, August). Disability and developmental biology. Development, 150(16), dev201905. DOI: https://doi.org/10.1242/dev.201905.

Disabled scientists face tremendous barriers to entry into, and progression within, a scientific career, remaining immensely under-represented at every career stage. Disability inclusivity drives in science are increasingly prevalent, but few data are available from the developmental biology community specifically. The Young Embryologist Network sought to draw attention to this by platforming disability inclusivity as a key theme at the 2022 conference. Here, I review literature exploring disabled scientists’ experiences in academia, report findings from the conference attendee survey and spotlight a new disability support grant from the British Society for Developmental Biology. I also highlight specific unmet needs and suggest educational resources and actionable measures in the hope of improving the experiences of disabled scientists in our community.

National Academies of Sciences, Engineering, and Medicine. (2024). Disrupting ableism and advancing STEM: Promoting the success of people with disabilities in the STEM workforce: Proceedings of a workshop series. Washington, DC: The
National Academies Press. DOI: https://doi.org/10.17226/27245.

People with disabilities are the largest minority group in the United States. While nothing about science, technology, engineering, and mathematics (STEM) education, jobs, or workplaces would seem to inherently exclude people with disabilities, in practice, stigma and discrimination continue to limit opportunities for disabled people to fully contribute to and be successful in the STEM ecosystem. The planning committee for Beyond Compliance: Promoting the Success of People with Disabilities in the STEM Workforce of the National Academies of Sciences, Engineering, and Medicine, with funding from the U.S. National Science Foundation, organized a hybrid national leadership summit and virtual workshop series to address and explore issues of accessibility and inclusivity in STEM workplaces. Across the 5 days of workshops, dozens of panelists spoke about their personal and professional experiences of ableism and barriers to full participation in the STEM workforce, as well as identified positive examples of mentorship and efforts to create fully inclusive STEM spaces in education, labs, the private sector, and professional development settings.

National Center for Science and Engineering Statistics (NCSES). (2023). Diversity and STEM: Women, minorities, and persons with disabilities 2023 [Special Report NSF 23-315]. Alexandria, VA: National Science Foundation.

A diverse workforce provides the potential for innovation by leveraging different backgrounds, experiences, and points of view. Innovation and creativity, along with technical skills relying on expertise in science, technology, engineering, and mathematics (STEM), contribute to a robust STEM enterprise. Furthermore, STEM workers have higher median earnings and lower rates of unemployment compared with non-STEM workers. This report provides high-level insights from multiple data sources into the diversity of the STEM workforce in the United States.

Nieminen, J. H., & Pesonen, H. V. (2020). Taking universal design back to its roots: Perspectives on accessibility and identity in undergraduate mathematics. In S. Staats & A. Lee (Eds.), Increasing Participation in Higher Education STEM Programs: Practices, Policies, Pedagogies to Disrupt Exclusion [Special Issue]. Education Sciences, 10(1),12. DOI: https://doi.org/10.3390/educsci10010012.

Universal Design has been promoted to address the diversity of learners in higher education. However, rarely have Universal Design implementations been evaluated by listening to the voices of disabled students. For this study, we investigated the perceptions of three disabled students who took part in an undergraduate mathematics course designed with the principles of Universal Design for Learning and Assessment. The study consists of two parts. First, we observed the experiences students had in relation to the accessibility of the course design. The second part consisted of a further analysis of the students identifying processes to understand how they talked about their learning disabilities during the course. Our results highlight many opportunities and challenges that the course offered to the students, whilst also raising concerns about how the students excluded themselves from their student cohort in their identifying narratives. Based on our results, we argue that Universal Design should be returned to its roots by connecting it with the social model of disability. We call for future research to learn from our mistakes and consider the identifying processes of the students while designing, and hopefully co-designing, inclusive learning environments in mathematics.

Nieminen, J.H., Reinholz, D.L. & Valero, P. (2024). “Mathematics is a battle, but I’ve learned to survive”: Becoming a disabled student in university mathematics. Educational Studies in Mathematics, 116, 5–25. DOI: https://doi.org/10.1007/s10649-024-10311-x.

In university mathematics education, students do not simply learn mathematics but are shaped and shape themselves into someone new—mathematicians. In this study, we focus on the becoming of disabled mathematical subjects. We explore the importance of abilities in the processes of being and becoming in university mathematics. Our interest lies in how teaching and assessment practices provide students with ways to understand themselves as both able and disabled, as disabilities are only understood with respect to the norm. We analyse narratives of nine university students diagnosed with learning disabilities or mental health issues to investigate how their subjectivity is constituted in discourse. Our analysis shows how the students are shaped and shape themselves as disabled mathematicians in relation to speed in mathematical activities, disaffection in mathematics, individualism in performing mathematics, and measurability of performance. These findings cast light on the ableist underpinnings of the teaching and assessment practices in university mathematics education. We contend that mathematical ableism forms a watershed for belonging in mathematics learning practices, constituting rather narrow, “normal” ways of being “mathematically able”. We also discuss how our participants challenge and widen the idea of an “able” mathematics student. We pave the way for more inclusive futures of mathematics education by suggesting that rather than understanding the “dis” in disability negatively, the university mathematics education communities may use dis by disrupting order. Perhaps, we ask, if university mathematics fails to enable accessible learning experiences for students who care about mathematics, these practices should indeed be disrupted.

Nishchyk, A., & Chen, W. (2018, January). Integrating Universal Design and Accessibility into Computer Science Curricula – A Review of Literature and Practices in Europe. Studies in Health Technology and Informatics, 256, 56-66. DOI: https://doi.org/10.3233/978-1-61499-923-2-56.

The absence of accessibility in many ICT systems and products indicates insufficient accessibility competence among designers, developers and project managers. Higher education institutions play an important role in raising awareness and competence and in preparing universal design and digital accessibility specialists. Although many universities are teaching accessibility as part of the biomedical, special education and disability studies programmes, few provide accessibility education in technical specialisations such as computer science. By combining literature review and manual search and inspection we aim at investigating the state of the art in integrating universal design and digital accessibility into the curricula of computer sciences-related programmes.

Nix, K. N., Seals, C. D., & DeLoach, K. D. (2024). Neurodiverse Minds in STEM: A Literature Review Exploring the Link between Representation and School Adaptation. In A. Rodríguez-Fernández & I. Izar-de-la-Fuente (Eds.), Physical and Mental Health and School Adjustment – Contextual, Psychological Variables and Performance in School Settings. IntechOpen. doi: https://doi.org/10.5772/intechopen.1007854.

Neurodiversity is a term used to describe the wide range of neurological differences among individuals, particularly in comparison to those considered neurotypical. These neurological differences may include conditions such as autism spectrum disorder (ASD), attention deficit hyperactivity disorder (ADHD), dyslexia, and others. Despite the unique perspectives and strengths that neurodiverse individuals may bring, under-representation in STEM fields often occurs due to the challenges faced in these areas. As part of this chapter, the literature on neurodiverse minds is reviewed, highlighting how the lack of representation in STEM fields and insufficient understanding of their conditions can adversely affect adjustment or adaptation to school. Moreover, the possibility of neurodiverse talent in STEM fields is increased through enhanced awareness, support, and inclusion.

Orndorf, H. C., Waterman, M.,. Lange, D., Kavin, D., Johnston, S. C., & Jenkins, K. P. (2022). Opening the Pathway: An Example of Universal Design for Learning as a Guide to Inclusive Teaching Practices. CBE—Life Sciences Education, 21(2). DOI: https://doi.org/10.1187/cbe.21-09-0239.

Universal Design for Learning (UDL) provides a flexible framework for supporting a wide variety of learners. We report here on a conference that presented the UDL framework as a way to increase success of deaf and hard-of-hearing (deaf/hh) students in introductory biology courses. The Opening the Pathway conference was an NSF Advanced Technological Education project focusing on raising awareness about careers in biotechnology and student success in introductory biology, a key gateway course for careers in biotechnology. The participants were professionals who work with deaf/hh students at pivotal points in students’ educational pathways for raising awareness of biotechnology career options, including community college faculty, high school faculty at schools for the deaf, and American Sign Language (ASL) interpreters. The conference goal was to provide an effective, meaningful professional development experience in biology instruction. The conference explicitly addressed the role of a UDL approach in building accessible, inclusive, productive learning environments, particularly for deaf/hh students, and demonstrated how to make effective pedagogical practices, specifically case-based learning, inclusive and UDL-aligned in an introductory biology context. We describe the conference, conference outcomes for participants, and in particular the application of the UDL framework to create an inclusive experience.

Pérez-Montero, E., Barnés-Castaño, C., & Garcí a López-Caro, E. (2022). Audio description and other inclusive resources in the outreach project Astroaccesible. arXiv:2206.09703 [astro-ph.IM]. DOI: https://doi.org/10.48550/arXiv.2206.09703.

Astroaccesible is an outreach project hosted by the Instituto de AstrofÍ sica de AndalucÍ a – CSIC and leaded by a blind astronomer aimed at the teaching and popularisation of astronomy and astrophysics among all kind of disabled and non-disabled people. Among the different strategies followed to transmit information to blind and partially sighted people, audio description is one of the most accessible and popular in the case of films and museums, but it has not been yet widely incorporated for the description of astronomical images. In this contribution we introduce {“The Universe in words”, which are a series of videos describing images of some of the most popular objects in the Messier catalogue. These audio descriptions do not only have a clear inclusive aspect, but also imply a better and deeper understanding of the represented images for everybody. This is one of the most important aspects of using inclusive resources, as they also clearly improve the efficiency of the transmission process for all kind of public. These videos can also be used as supplementary material in of in-person activities and as a complement to other kind of materials, such as sonifications or models of the same or similar type of astronomical objects.

Pester, C. W., Noh, G., & Fu, A. (2023). On the importance of mental health in STEM. ACS Polymers Au. DOI: https://doi.org/10.1021/acspolymersau.2c00062.

From homework to exams to proposal deadlines, STEM academia bears many stressors for students, faculty, and administrators. The increasing prevalence of burnout as an occupational phenomenon, along with anxiety, depression, and other mental illnesses in the STEM community is an alarming sign that help is needed. We describe common mental illnesses, identify risk factors, and outline symptoms. We intend to provide guidance on how some people can cope with stressors while also giving advice for those who wish to help their suffering friends, colleagues, or peers. We hope to spark more conversation about this important topic that may affect us all─while also encouraging those who suffer (or have suffered) to share their stories and serve as role models for those who feel they cannot speak.

Peterson, R. J. (2021, April). We need to address ableism in science. Molecular Biology of the Cell, 32(7), 507-510. DOI: https://doi.org/10.1091/mbc.E20-09-0616.

In science, technology, engineering, and mathematics (STEM) fields, disabled people remain a significantly underrepresented part of the workforce. Recent data suggests that about 20% of undergraduates in the United States have disabilities, but representation in STEM fields is consistently lower than in the general population. Of those earning STEM degrees, only about 10% of undergraduates, 6% of graduate students, and 2% of doctoral students identify as disabled. This suggests that STEM fields have difficulty recruiting and retaining disabled students, which ultimately hurts the field, because disabled scientists bring unique problem-solving perspectives and input. This essay briefly explores the ways in which ableism—prejudice against disabled people based on the assumption that they are “less than” their nondisabled peers—in research contributes to the exclusion of disabled scientists and suggests ways in which the scientific community can improve accessibility and promote the inclusion of disabled scientists in academic science.

Pfeifer, M. A., Cordero, J. J., & Dangremond Stanton, J. (2022). What I Wish My Instructor Knew: How Active Learning Influences the Classroom Experiences and Self-Advocacy of STEM Majors with ADHD and Specific Learning Disabilities. CBE—Life Sciences Education, 22(1). DOI: https://doi.org/10.1187/cbe.21-12-0329.

Our understanding of how active learning affects different groups of students is still developing. One group often overlooked in higher education research is students with disabilities. Two of the most commonly occurring disabilities on college campuses are attention-deficit/hyperactivity disorder (ADHD) and specific learning disorders (SLD). We investigated how the incorporation of active-learning practices influences the learning and self-advocacy experiences of students with ADHD and/or SLD (ADHD/SLD) in undergraduate science, technology, engineering, and mathematics (STEM) courses. Semistructured interviews were conducted with 25 STEM majors with ADHD/SLD registered with a campus disability resource center at a single university, and data were analyzed using qualitative methods. Participants described how they perceived active learning in their STEM courses to support or hinder their learning and how active learning affected their self-advocacy. Many of the active-learning barriers could be attributed to issues related to fidelity of implementation of a particular active-learning strategy and limited awareness of universal design for learning. Active learning was also reported to influence self-advocacy for some participants, and examples of self-advocacy in active-learning STEM courses were identified. Defining the supports and barriers perceived by students with ADHD/SLD is a crucial first step in developing more-inclusive active-learning STEM courses. Suggestions for research and teaching are provided.

Pfeifer, M. A., Reiter, E. M., Cordero, J. J., & Dangremond Stanton, J. (2021, June). Inside and Out: Factors That Support and Hinder the Self-Advocacy of Undergraduates with ADHD and/or Specific Learning Disabilities in STEM. CBE—Life Sciences Education, 20(2). https://doi.org/10.1187/cbe.20-06-0107.

Self-advocacy is linked to the success and retention of students with disabilities in college. Self-advocacy is defined as communicating individual wants, needs, and rights to determine and pursue required accommodations. While self-advocacy is linked to academic success, little is known about how students with disabilities in science, technology, engineering, and mathematics (STEM) practice self-advocacy. We previously developed a model of self-advocacy for STEM students with attention-deficit/hyperactivity disorder (ADHD) and/or specific learning disabilities (SLD). Here, we use this model to examine what factors support or hinder self-advocacy in undergraduate STEM courses. We conducted semistructured interviews with 25 STEM majors with ADHD and/or SLD and used qualitative approaches to analyze our data. We found internal factors, or factors within a participant, and external factors, the situations and people, described by our participants, that influenced self-advocacy. These factors often interacted and functioned as a support or barrier, depending on the individuals and their unique experiences. We developed a model to understand how factors supported or hindered self-advocacy in STEM. Supporting factors contributed to a sense of comfort and security for our participants and informed their perceptions that accommodation use was accepted in a STEM course. We share implications for research and teaching based on our results.

Pfeifer, M. A., Reiter, E. M., Hendrickson, M., & Dangremond Stanton, J. (2020). Speaking up: a model of self-advocacy for STEM undergraduates with ADHD and/or specific learning disabilities. International Journal of STEM Education, 7, Art. 33. DOI: https://doi.org/10.1186/s40594-020-00233-4.

Background: Students with disabilities are underrepresented in undergraduate science, technology, engineering, and mathematics (STEM) courses. Students with disabilities who engage in self-advocacy earn higher GPAs and are more likely to graduate from college compared to students with disabilities who do not engage in self-advocacy. We utilized Test’s conceptual framework of self-advocacy, which breaks self-advocacy into four components: knowledge of self, knowledge of rights, communication, and leadership to investigate how students with invisible disabilities practice self-advocacy in undergraduate STEM courses. Through a partnership with a disability resource center (DRC), we recruited and interviewed 25 STEM majors who received accommodations for attention-deficit/hyperactivity disorder (ADHD) and/or a specific learning disorder (SLD). Data were collected using semi-structured interviews and analyzed using content analysis.

Results: We found evidence of all components of Test’s conceptual framework of self-advocacy and operationalize each based on our participants’ experiences. We identified novel components of self-advocacy for students with ADHD/SLD in undergraduate STEM courses, including knowledge of STEM learning contexts and knowledge of accommodations and the process to obtain them, as well as, a novel self-advocacy behavior, filling gaps. Filling gaps involved participants taking action to mitigate a perceived limitation in either their formal accommodations from the DRC or a perceived limitation in the instructional practices used in a STEM course. We also identified beliefs, such as view of disability and agency, which influenced the self-advocacy of our participants. We incorporated the emergent forms of self-advocacy into Test’s conceptual framework to propose a revised model of self-advocacy for students with ADHD/SLD in undergraduate STEM courses.

Conclusions: We developed a revised conceptual model of self-advocacy for students with ADHD/SLD in undergraduate STEM courses. This conceptual model provides a foundation for researchers who wish to study self-advocacy in undergraduate STEM courses for students with ADHD/SLD in the future. It also offers insights for STEM instructors and service providers about the self-advocacy experiences of students with ADHD/SLD in undergraduate STEM courses. We propose hypotheses for additional study based on our conceptual model of self-advocacy. Implications for research and teaching are discussed.

Mwaipopo, R. N., Lihamba, A., & Njewele, D. C. (2011). Equity and Equality in Access to Higher Education: The Experiences of Students with Disabilities in Tanzania. Research in Comparative and International Education, 6(4), 415-429. DOI: https://doi.org/10.2304/rcie.2011.6.4.415.

Despite growing calls to increase diversity in science, technology, engineering, and mathematics (STEM) fields, students with learning disabilities (SWLDs) remain underrepresented in STEM at the postsecondary level. Considering this call for increased diversity as a means to expand and strengthen STEM success, we used the High School Longitudinal Study of 2009 to explore how participation in engineering career and technical education (E-CTE) links to postsecondary educational outcomes for SWLDs. Particularly, we examined how E-CTE participation relates to postsecondary remedial course taking, enrollment in a 4-year postsecondary institution, and declaration of a STEM major. Results from school fixed-effects estimations suggest that each credit of E-CTE earned is associated with fewer remedial college courses, a higher likelihood of enrolling in a 4-year as opposed to sub-baccalaureate institution, and increased odds of declaring a STEM major. To conclude, we discuss the implications of our findings for both policymakers and practitioners.

Plasman, J. S., Oskay, F., & Gottfried, M. (2024). Transitioning to Success: The Link between E-CTE and College Preparation for Students with Learning Disabilities in the United States. In V. Snodgrass Rangel, J. Henderson, & D. Burleson (Eds.), STEM Education for All: Breaking Barriers and Building Bridges [Special Issue]. Education Sciences14(2), 116. DOI: https://doi.org/10.3390/educsci14020116.

In recent years, there has been a specific call to not only increase the number of engineering-trained individuals but also to address the lack of diversity in science, technology, engineering and mathematics (STEM) fields, including individuals with disabilities. In particular, students with learning disabilities (SWLDs) make up a large portion of all students and are, therefore, a crucial population on which to focus educational and career progression efforts. One potential means of promoting persistence along the STEM pipeline—engineering specifically—is through engineering career and technical education (E-CTE) coursework in high school. Using a nationally representative dataset, we explore how E-CTE participation links to college preparation and transition activities for SWLDs, including math SAT performance, dual credit course participation, college application, and FAFSA completion. Under our more rigorous school fixed-effects models, we find that E-CTE participation is associated with beneficial results across each of our outcomes. The implications are discussed.

Powder, J. (2023, February 27). How ableism holds back scientists–and science. Johns Hopkins Bloomberg School of Public Health Disability Headlines.

Until research is equitable and inclusive for people with disabilities—whether they’re scientists or trial participants—we won’t fully benefit from advances in science.

Ramiah, R., Godinho, L.,. & Wilson, C. (2022). Tertiary STEM for All: Enabling Student Success Through Teaching for Equity, Diversity and Inclusion in STEM. International Journal of Innovation in Science and Mathematics Education, 30(3), 32-45. DOI: https://doi.org/10.30722/IJISME.30.03.003.

This position paper sets out the need and rationale for systemic change in STEM learning and teaching as a means of retaining and supporting the success of underrepresented cohorts in STEM. Efforts in recruiting and retaining these students in STEM higher education degrees and subsequently, STEM careers, will continue to be undermined, if we are unable to provide them with a supportive learning environment that recognises and mitigates the inherent disparities that they have historically faced and continue to face. We propose that rather than focusing on an individual equity group and how to best support them, which may lead to perpetuation of a deficit mindset for faculty, we instead propose a project that considers the biases inherent in our current pedagogical practices and the ways in which we can build awareness of the inequities that these entrench. We intend for the outcomes of this project to support the ongoing efforts for individual equity groups as well as mitigating against future inequities by empowering faculty to create inclusive learning experiences.

Prema, D., & Dhand, R. (2019). Inclusion and accessibility in STEM education: Navigating the duty to accommodate and disability rights. Canadian Journal of Disability Studies, 8(3), 121–141. https://doi.org/10.15353/cjds.v8i3.510.

The duty to accommodate is a fundamental legal concept embedded in Canadian human rights law. The concept itself makes a contribution to advancing the goals of human rights law by attempting to extend the right to equality by protecting people from discrimination. In post-secondary institutions, pursuant to human rights legislation, the duty to accommodate requires that educators and administrators should attempt to accommodate students with disabilities short of undue hardship. Despite these legal requirements, students with disabilities are often underrepresented in STEM (science, technology, mathematics and engineering) disciplines because they face multiple barriers to accessing reasonable accommodation within the classroom and laboratory environments in Canadian universities (Sukhai and Mohler, 2017, Sukhai et al, 2014).

Reinholz, D. L., & Ridgway, S. W. (2021). Access needs: Centering students and disrupting ableist norms in STEM. CBE—Life Sciences Education, 20(3). DOI: https://doi.org/10.1187/cbe.21-01-0017.

This essay describes the concept of access needs as a tool for improving accessibility in science, technology, engineering, and mathematics (STEM) education broadly, from the classroom, to research group meetings, to professional conferences. The normalization of stating access needs and creating access check-ins is a regular practice used in disability justice activist circles, but it has not yet been normalized in STEM education spaces. Just as normalizing the use of pronouns has been an important step for supporting gender justice, we argue that normalizing access talk is an important step for advancing disability justice in STEM fields. Moreover, we argue that all individuals have access needs, regardless of whether they are disabled or nondisabled. We provide concrete suggestions and techniques that STEM educators can use today.

Reinholz, D., & Torres-Gerald, L. (2022, March 25). Sines of Disability: Disrupting Ableism in Mathematics and Beyond. Math Values [Blog]. Washington, DC: The Mathematical Association of America (MAA).

“When you think about a mathematician, what comes to mind? Do you think of a disabled person? If you’re following common stereotypes in society, almost certainly not. Although disability and mathematics have received a lot of attention in broader society, much of it has been negative attention…. Aside from…cultural references related to success in mathematics through overcoming disability, there are volumes of research that have been written about what disabled people can’t do in mathematics (Lambert & Tan, 2017), and there’s almost nothing of substance that describes disabled brilliance. That changes today, with the launch of Sines of Disability (www.sinesofdisability.com). We are a community of mathematicians, mathematics educators, and activists who are committed to disrupting ableism in mathematics and beyond.”

Reinholz, D. L., & Ridgway, S. W. (2021, Fall). Access needs: Centering students and disrupting ableist norms in STEM. CBE—Life Sciences Education, 20(3). DOI: https://doi.org/10.1187/cbe.21-01-0017.

This essay describes the concept of access needs as a tool for improving accessibility in science, technology, engineering, and mathematics (STEM) education broadly, from the classroom, to research group meetings, to professional conferences. The normalization of stating access needs and creating access check-ins is a regular practice used in disability justice activist circles, but it has not yet been normalized in STEM education spaces. Just as normalizing the use of pronouns has been an important step for supporting gender justice, we argue that normalizing access talk is an important step for advancing disability justice in STEM fields. Moreover, we argue that all individuals have access needs, regardless of whether they are disabled or nondisabled. We provide concrete suggestions and techniques that STEM educators can use today.

Riches, A. (2022, July 21). Taking pride in disability and geochemistry. OSF Preprint. DOI: https://doi.org/10.31219/osf.io/f87jk.

Exploration and personal story concerning disability inclusion in STEM with an emphasis on the field of Geochemistry. Written to celebrate and mark Disability pride month in 2022.

Robertson, A. D. (2023). Physics and ableism: One disabled physicist’s perspective. The Physics Teacher, 61, 156–157. DOI: https://doi.org/10.1119/5.0141424.

“In this article, I argue that mainstream physics epistemologies and physics teaching and learning practices reify ableism, augmenting the marginalization of disabled and chronically ill people in physics. I make this claim from my standpoint as a physicist who became disabled and chronically ill when I was 2 years old.”

Robertson, A. D. (2024, December). Disability as politics and pride: Imagining a future for physics unhooked from ableism. The Physics Teacher, 62(9), 792–793. DOI: https://doi.org/10.1119/5.0245883.

“I will never forget the second day of my qualifying exams in graduate school. I woke up around 6 a.m. to a distinctive and recognizable cramping in my abdomen and spent the next several hours in the bathroom, navigating an episode of irritable bowel syndrome (IBS). Those hours were punctuated by frantic phone calls to the graduate program assistant’s office, hoping to catch her the moment she arrived so that we could make a plan for how I would navigate my exam under the circumstances. When I finally got in touch, our best idea was that I would take my remaining exam in a separate room, proctored by her, and we would pause the clock when I needed to go throw up or manage other digestive distress.

Reflecting on this experience 15 years later through the lens of disability studies, I feel grateful that I was offered last-minute accommodations. Many disabled people aren’t offered accommodations at all; cannot risk disclosing their disability status for a variety of reasons (including racism, heterosexism, fatphobia, and other intersecting oppressions); or would have needed to have gone through an extensive (and intrusive) process, months in advance, to receive the accommodations I (a white, disabled, cisgender woman) did. At the same time that I am grateful, I also profoundly feel the lack of creativity reflected in our (including my) believing that the only way forward was for me to take my qualifying exam, at school, in the midst of a debilitating IBS episode.

In the rest of this essay, I’d like to explore what a disability studies lens offers, analytically, for understanding what happened and then imagining more humane possibilities” (p. 792).

Rudzki, E. N., & Kohl, K. D. (2023). Deficits in accessibility across field research stations for scientists with disabilities and/or chronic illness, and proposed solutions. Integrative and Comparative Biology, icad019. DOI: https://doi.org/10.1093/icb/icad019.

Equity and inclusivity in STEM research has become a larger topic of discussion in recent years, however researchers and scientists with disabilities and/or chronic illnesses are often missing from these conversations. Further, while field research is a major research component for some STEM disciplines, it is unclear what accessibility barriers or accommodations exist across the field sciences. Field research can sometimes involve harsh environments, topography, and weather, that present challenges to those with disabilities and/or chronic illnesses. A large and coinciding obstacle standing in the way of field research accessibility is the ableism present across science and academia, resulting in and from a lack of prioritization of attention and funding from universities and institutions. Biological field stations have been shown to be valuable not only as infrastructure for field-based research, but also as providing resources towards the scientific education of students and scientific outreach initiatives for the general public. As such, biological field stations are perfectly positioned to reduce barriers in research inclusion and accessibility for students and scientists with disabilities and/or chronic illnesses. The current work presents the results of a survey meant to inventory the presence or absence of accessible infrastructure across field stations, with responses spanning 6 countries and 24 USA states. Our results highlight a number of accessibility deficits, in areas such as accessible entrances, kitchens, and bathrooms. Our results suggest that (1) biological field stations have significant variability in accessibility with significant deficits especially in non-public-facing buildings used primarily by staff and researchers, and (2) field stations would benefit from an increase in federal funding opportunities to expedite their progress towards compliance with Americans with Disabilities Act (ADA) standards. We propose potential solutions to field work infrastructure spanning a range of financial costs, with emphasis on the point that efforts towards accessibility do not require an “all or nothing” approach, and that any step towards accessibility will make field stations more inclusive. Additionally, we further suggest that federal funding sources, such as the NSF and NIH, as well as university leadership, should consider broadening diversity initiatives to promote the continuation of, and increased accessibility of, university-affiliated field stations.

Rutkofske, J. E., Pavlis, T. L., & Ramirez, S. (2022, August). Applications of modern digital mapping systems to assist inclusion of persons with disabilities in geoscience education and research. Journal of Structural Geology, 161, 104655. DOI: https://doi.org/10.1016/j.jsg.2022.104655.

New and emerging technologies are changing the world as we know it, and how we choose to perform geologic fieldwork is changing as well. Recent developments in hardware and software provide unprecedented opportunities not only for conventional field studies but also for persons traditionally exempt from field-related research because of mobility issues or inability to travel. Geographic Information Systems (GIS) first allowed digital geologic mapping in the field, and these systems remain in widespread use because of ease of use and ease of data duplication for collaboration in work teams or field classes. We present a general 2D workflow based on GIS approaches that affords opportunities for physically disadvantaged individuals that includes cognitive steps driven by the data assembly process in GIS. Most notable is the digitization of linework and exploration of an area with Google Earth Pro (GEP) as steps, outside the field, that allow assessment of an area to formulate hypotheses that can be done by a physically disadvantaged person as well, or better, than those physically capable of field exploration. We then explore emerging technologies including pseudo-3D viewing using image drapes on an elevation model (aka 2.5D method) and true 3D approaches based on Structure-from-Motion photogrammetry that provide a powerful toolbox back at the office or at base camp that does not require physical abilities or direct field access. These 3D tools are potentially transformative for mobility impaired individuals that could allow them to work individually, or as part of a team, to assess field related problems. For all 3 levels of digital mapping (2D, 2.5D and 3D) we emphasize specific workflows designed to help the researcher perform digital geologic mapping with a specific focus on individuals with limited mobility. Some or all of what we suggest here, however, is of benefit to any field geologist and can be used to augment, or completely perform field studies.

Salvatore, S., White, C. & Podowitz-Thomas, S. (2024). “Not a cookie cutter situation”: How neurodivergent students experience group work in their STEM courses. International Journal of STEM Education, 11, Art. 47. DOI: https://doi.org/10.1186/s40594-024-00508-0.

Background

Although group work is increasingly used in STEM courses and may lead to improved academic outcomes, there is evidence that some implementations of group work may lead to unintended barriers for certain students’ learning. Despite the growing number of neurodivergent undergraduate students, there is limited research on neurodivergent students’ experiences with group work in STEM courses. To address this knowledge gap, the current research investigated the experiences of 22 neurodivergent undergraduate students with group work in STEM courses at a range of institution types and in a variety of STEM disciplines. Participants shared experiences with in-class and out-of-class group work assignments for lecture and laboratory courses.

Results

Through inductive thematic coding of semi-structured interview transcripts, we identified seven themes impacting participants’ experiences. Three themes were individual level: personal characteristics that participants associated with their neurodivergence; strategies for academic success (with subthemes of organization/time management, adaptive communication, and self-advocacy); and beliefs on group work’s value. Four themes were group level/classroom level: group dynamics; role in group (including leadership roles); the competitive culture within STEM; and recommendations for instructors. Through a social-relational perspective on disability, we proposed a model showcasing how group and classroom factors serve as supports or barriers to neurodivergent students’ full participation in group work, as well as to their sense of belonging. Using the seven themes we articulated, we outlined a set of practices for designing group work assignments. In addition, we propose how pairing inclusive assignment design with instructor reflection and articulating anti-ableist values can support neurodivergent student belonging by disrupting discourses of normalcy in STEM.

Conclusions

As one of the first studies exploring the impact that group work in STEM courses has on neurodivergent undergraduates, this work may inform reimaginations of group work practices to better address the needs of neurodivergent STEM students and support a more inclusive culture in STEM classrooms. In addition, our conceptual model may serve as the basis for future research regarding interactions between individual-level and group-level factors associated with neurodivergent students’ learning through group work and other active learning practices.

Sarju, J. P. (2021, June). Nothing about us without us – Towards genuine inclusion of disabled scientists and science students post pandemic. Chemistry: A European Journal, 27, 10489-10494. DOI: https://doi.org/10.1002/chem.202100268

Scientists and students with disabilities have been severely affected by the COVID-19 pandemic, and this must be urgently addressed to avoid further entrenching existing inequalities. The need for rapid decision-making, often by senior colleagues without lived experience of disabilities, can lead to policies which discriminate against scientists with disabilities. This article reflects on disability declaration statistics and research in critical disability studies and social science to explore the challenges experienced by disabled scientists before and during the COVID-19 pandemic and highlights recommendations and examples of good practice to adopt in order to challenge ableism in STEM communities and work-places. It is vital that disabled staff and students are fully involved in decision making. This is particularly important as we continue to respond to the challenges and opportunities associated with the ongoing COVID-19 pandemic and plan for a post-COVID-19 future. This time of great change can be used as an opportunity to listen, learn, and improve working conditions and access for scientists with disabilities, and by doing so, for everyone.

Scanlon, E. M., Guthrie, M. W., Wu, X., Syerson, E., Butler, J., Mora, B., Cassens, D., Moenter, M. D., Bott, T., Adams, T., & McPadden, D. (2025). Amplifying disabled voices in physics: Experiences from the C2C design team. The Physics Teacher, 63(4), 294-295. DOI: https://doi.org/10.1119/5.0265960.

This article is the introduction to a series promoting more just and anti-ableist physics education by centering the voices and experiences of disabled physics students. This work is part of a larger project called Courses to Careers (C2C), which creates professional development opportunities for disabled physics students and postsecondary physics instructors through meaningful partnerships. Part of the C2C project was to convene a design team of disabled physics students to include their voices in the professional development. Motivated by systemic barriers that persist in physics classrooms, this series will amplify voices of the design team to advocate for disability justice in physics instruction. This article provides an overview of the context of disability in physics, introduces key models for understanding disability, and reviews existing research on barriers to access in physics education.

Schearer, E., LaMack, C. & LaMack, H. (2025). How engineering students learn and are impacted by empathy training: A multi-year study of an empathy program focused on disability and technology. Biomedical Engineering Education. DOI: https://doi.org/10.1007/s43683-025-00179-5.

Purpose Measurable results of efforts to teach empathy to engineering students are sparse and somewhat mixed. This study’s objectives are (O1) to understand how empathy training affects students’ professional development relative to other educational experiences, (O2) to track empathy changes due to training over multiple years, and (O3) to understand how and what students learn in empathy training environments.

Methods Students in a multiple-semester empathy course completed surveys ranking the career development impact of the empathy program against other college experiences (O1), rating learning of specific empathy skills (O2), and ranking program elements’ impact on empathy skills (O3). Intervention and control groups completed the Interpersonal Reactivity Index and Jefferson Scale of Empathy at four time points (O2). Cohort students participated in post-program interviews (O1, O3).

Results O1: Empathy training impacted career development more than several typical college activities but less than courses in major. O2: Students reported gains in four taught empathy skills. Cohort students showed significant increases in the Jefferson Scale while the control group did not. There were no significant changes in Interpersonal Reactivity Index scores. O3: interactive exercises had a significant effect on students’ learning all empathy skills while interactions with people with disabilities had significant effect on learning to encounter others with genuineness. Students valued building a safe in-class community facilitating their success in experiential environments.

Conclusions This study highlights empathy skills’ importance in engineering students’ development, shows gains in empathy with training, and uncovers key factors in students’ learning experience that can be incorporated into engineering curricula.

Schneiderwind, J., & Johnson, J. M. (2020). Disability and Invisibility in STEM Education. Journal of Higher Education Theory & Practice, 20(14). 101-104. DOI: https://doi.org/10.33423/jhetp.v20i14.3854

Across STEM fields, the education system continues to “weed out” students from non-dominant communities. Most studies on the damaging effects of underrepresentation focus on minorities or women in STEM fields. We examine some of the research about students with disabilities and note the limited literature on this subject. University enrollment by students with disabilities has increased in the last two decades while the amount of corresponding research published has decreased. This issue should not be siloed to disability studies — it is one that must be recognized by all educators. We conclude with some practical suggestions on how to move forward.

Shifrer, D. & Mackin Freeman, D. (2021). Problematizing perceptions of STEM potential: Differences by cognitive disability status in high school and postsecondary educational outcomes. Socius: Sociological Research for a Dynamic World, 7, 1-13. DOI: https://doi.org/10.1177/2378023121998116

The STEM (science, technology, engineering, and mathematics) potential of youth with cognitive disabilities is often dismissed through problematic perceptions of STEM ability as natural and of youth with cognitive disabilities as unable. National data on more than 15,000 adolescents from the High School Longitudinal Study of 2009 first suggest that, among youth with disabilities, youth with medicated attention-deficit/hyperactivity disorder (ADHD) have the highest levels of STEM achievement, and youth with learning or intellectual disabilities typically have the lowest. Undergraduates with medicated ADHD or autism appear to be more likely to major in STEM than youth without cognitive disabilities, and youth with autism have the most positive STEM attitudes. Finally, results suggest that high school STEM achievement is more salient for college enrollment than STEM-positive attitudes across youth with most disability types, whereas attitudes are more salient than achievement for choosing a STEM major.

Shmulsky, S., Gobbo, K., & Bower, M. W. (2019). STEM Faculty Experience Teaching Students With Autism. Journal of STEM Teacher Education, 53(2), Art. 4. DOI: https://doi.org/10.30707/JSTE53.2Shmulsky.

College students who have an autism spectrum condition study in STEM fields at a higher rate than their neurotypical peers, and they face documented challenges in postsecondary education. Given the proportionally higher representation of autism in STEM majors, it is important to study what works best, from an educational standpoint, for this diverse group of students. The purpose of this qualitative study is to document the experience and insight of college faculty about unique learner qualities related to autism and the qualities most needed in STEM fields. In-depth interviews were conducted with 12 STEM faculty members about their experience teaching students on the spectrum, and thematic analysis was conducted to identify shared faculty perceptions. Faculty views converged on certain observable strengths, challenges, and general traits needed in their fields. The discussion summarizes findings and includes implications for teaching and postsecondary programming.

Solomon, C.M. (2024). Challenges in developing STEM sign language for inclusive education. Nature Human Behaviour, 8, 2253. https://doi.org/10.1038/s41562-024-01993-7.

Caroline Solomon is a biological oceanographer and deaf. She discusses how STEM sign lexicon development contributes to inclusive education and which challenges still need to be overcome.

Stokes, A. Feig, A. D., Atchison, C. L., & Gilley, B. (2019). Making geoscience fieldwork inclusive and accessible for students with disabilities. Geosphere, 15(6), 1809–1825. DOI: https://doi.org/10.1130/GES02006.1.

Fieldwork is a fundamental characteristic of geoscience. However, the requirement to participate in fieldwork can present significant barriers to students with disabilities engaging with geoscience as an academic discipline and subsequently progressing on to a career as a geoscience professional. A qualitative investigation into the lived experiences of 15 students with disabilities participating in a one-day field workshop during the 2014 Geological Society of America Annual Meeting provides critical insights into the aspects of fieldwork design and delivery that contribute to an accessible and inclusive field experience. Qualitative analysis of pre- and post-fieldwork focus groups and direct observations of participants reveal that multisensory engagement, consideration for pace and timing, flexibility of access and delivery, and a focus on shared tasks are essential to effective pedagogic design. Further, fieldwork can support the social processes necessary for students with disabilities to become fully integrated into learning communities, while also promoting self-advocacy by providing an opportunity to develop and practice self-advocacy skills. Our findings show that students with sensory, cognitive, and physical disabilities can achieve full participation in field activities but also highlight the need for a change in perceptions among geoscience faculty and professionals, if students with disabilities are to be motivated to progress through the geoscience academic pipeline and achieve professional employment.

Sum, C. M., Alharbi, R., Spektor, F., Bennett, C. L., Harrington, C., Spiel, K., & Williams, R. M. (2022). Dreaming Disability Justice in HCI. In CHI Conference on Human Factors in Computing Systems Extended Abstracts (CHI ’22 Extended Abstracts), April 29-May 5, 2022, New Orleans, LA, USA. ACM, New York, NY, USA. DOI: https://doi.org/10.1145/3491101.3503731.

While disability studies and social justice-oriented research is growing in prominence in HCI, these approaches tend to only bring attention to oppression under a single identity axis (e.g. race-only, gender-only, disability-only, etc.). Using a single-axis framework neglects to recognize people’s complex identities and how ableism overlaps with other forms of oppression including classism, racism, sexism, colonialism, among others. As a result, HCI and assistive technology research may not always attend to the complex lived experiences of disabled people. In this one-day workshop, we position disability justice as a framework that centers the needs and expertise of disabled people towards more equitable HCI and assistive technology research. We will discuss harmful biases in existing research and seek to distill strategies for researchers to better support disabled people in the design (and dismantling) of future technologies.

Summers, S., & Rogge, R. (2025). Empathy, access, and engineering: Empathy maps in a disability studies course for STEM students. In J. Robinson & R. Weber (Eds.), Collaborations and partnerships in user experience [Foundations and Innovations in Technical and Professional Communication] (pp. 311-315). The WAC Clearinghouse, University Press of Colorado.

In this chapter, the authors describe an empathy map assignment in a cross-disciplinary introduction to disability studies course. The course, co-taught by a professor of English and a professor of biomedical engineering, asked students to integrate engineering design skills with human-centered approaches. The chapter includes three lessons about using empathy maps in the classroom: keep maps simple and focused on accessibility, embrace digital communication as a way to interact with users, and emphasize opportunities for enhanced team and cross-disciplinary communication.

Syhara, C. M., Hain, A., & Zaghi, A. E. (2020). Promoting Neurodiversity in Engineering Through Specialized Outreach Activities for Pre-college Students. Journal of Higher Education Theory and Practice, 20(14). DOI: https://doi.org/10.33423/jhetp.v20i14.3856.

While a large body of literature suggests that students with Attention Deficit Hyperactivity Disorder (ADHD) possess significant creative and risk-taking potential, they remain highly underrepresented in engineering programs. High school students with ADHD have significantly lower GPAs and are over eight times more likely to drop out than their peers without ADHD, which makes them significantly less likely to enter college engineering programs. To support the development of a more diverse engineering pipeline, this work summarizes outreach efforts to high school and middle school students with ADHD with the intention of boosting self-esteem and increasing interest in engineering.

Syharat, C. M., Hain, A., Zaghi, A. E., Gabriel, R., & Berdanier, C. G. P. (2023). Experiences of neurodivergent students in graduate STEM programs. Frontiers in Psychology, 14, 1149068. DOI: https://doi.org/10.3389/fpsyg.2023.1149068.

Introduction Despite efforts to increase the participation of marginalized students in Science, Technology, Engineering, and Mathematics (STEM), neurodivergent students have remained underrepresented and underserved in STEM graduate programs. This qualitative study aims to increase understanding of the experiences of neurodivergent graduate students pursuing advanced degrees in STEM. In this analysis, we consider how common graduate school experiences interface with the invisibility of neurological diversity, thus contributing to a set of unique challenges experienced by neurodivergent students.

Materials and methods In this qualitative study, 10 focus group sessions were conducted to examine the experiences of 18 students who identify as neurodivergent in graduate STEM programs at a large, research-intensive (R1) university. We used thematic analysis of the transcripts from these focus groups to identify three overarching themes within the data.

Results The findings are presented through a novel model for understanding neurodivergent graduate STEM student experiences. The findings suggest that students who identify as neurodivergent feel pressure to conform to perceived neurotypical norms to avoid negative perceptions. They also may self-silence to maintain stability within the advisor-advisee relationship. The stigma associated with disability labels contributes a heavy cognitive and emotional load as students work to mask neurodiversity-related traits, navigate decisions about disclosure of their neurodivergence, and ultimately, experience significant mental health challenges and burnout. Despite these many challenges, the neurodivergent graduate students in this study perceived aspects of their neurodivergence as a strength.

Discussion The findings may have implications for current and future graduate students, for graduate advisors who may or may not be aware of their students’ neurodivergence, and for program administrators who influence policies that impact the wellbeing and productivity of neurodivergent students.

Syharat, C. M., Hain, A., Zaghi, A. E., & Deans, T. (2023). Writing experiences of neurodiverse students in graduate STEM programs. Frontiers in Education, 8. DOI: https://doi.org/10.3389/feduc.2023.1295268.

Background Despite efforts to increase the participation of marginalized students, neurodivergent students remain underrepresented in graduate STEM programs. Prior research shows that these students often experience challenges related to key aspects of writing. The objective of this qualitative study is to deepen understanding of the writing experiences, strengths, and challenges of neurodivergent students pursuing graduate degrees in STEM fields. In this analysis, we consider the factors that influence the writing-specific challenges faced by neurodivergent students in graduate STEM programs. This work also explores how neurodivergent students leverage strengths and strategies for success in graduate-level writing tasks.

Results This qualitative study draws on Social Cognitive Theory (SCT) to consider the ways cognitive, behavioral, and environmental factors impact writing experiences. We used thematic analysis of the transcripts from 13 focus groups and 1 interview to examine the writing experiences of 31 students who identify as neurodivergent in graduate STEM programs. The findings suggest that many writing challenges faced by neurodivergent graduate students are behaviors and beliefs that emerge in response to environmental factors such as the culture of STEM fields, prior experiences with writing assignments, anxiety driven by intensive feedback cycles, and perceived and experienced stigma. Study participants employed a range of collaborative and situational strategies to support and enhance their writing productivity.

Conclusion These findings may provide insight for current and future neurodivergent graduate students as they adjust to the intense writing demands of graduate degree programs and for graduate program administrators and faculty advisors as they consider new ways to support the academic success of neurodivergent graduate students.

Tedeschi, M. N., & Limeri, L. B. (2024). Models of disability as research rrameworks in biology education research. CBE—Life Sciences Education, 23(3). DOI: https://doi.org/10.1187/cbe.24-01-0026.

Advancing equity and justice in undergraduate biology education requires research to address the experiences of disabled students. Scholars working in disability studies have developed models of disability that inform Discipline-Based Education Research (DBER). To date, DBER literature has been predominantly informed by the medical and social models of disability. The medical model focuses on challenges that affect people with disabilities on an individual basis, while the social model focuses on how one’s surrounding environment contributes to the construction of disability. In this essay, we discuss past DBER research and opportunities for future research using each of these models. We will also discuss a third, less commonly used model that offers exciting opportunities to drive future research: complex embodiment. Complex embodiment positions disability as a social location that reflects a greater societal value structure. Further examining this value structure reveals how ability itself is constructed and conventionally understood to be hierarchical. Additionally, we explain epistemic injustice as it affects disabled people, and how future education research can both address and counteract this injustice. We discuss how expanding the frameworks that serve as lenses for DBER scholarship on disability will offer new research directions.

Todd, W. F., Atchison, C. L., & White, L. D. (2022). Amplifying the voices of diverse scholars to integrate culture in the Earth sciences. Journal of Geoscience Education Online Before Print. DOI: https://doi.org/10.1080/10899995.2022.2140276.

“The representation of diverse scholars from various ethnic, cultural, and ability groups in the Earth sciences is critically low exhibiting a crucial need and an opportunity to not only increase diversity but also to create agency for diverse scholars (Bowser & Cid, 2021). These needs can be effectively accomplished through the development of innovative strategies that focus on damaging policies, practices, and opinions prevalent within academia as it struggles and create equitable spaces for all to feel supported and welcome (Guillory & Wolverton, 2008; Smythe et al., 2020). VOICES of Integrating Culture in the Earth Sciences (VOICES) is a collaborative program dedicated to identifying persistent issues preventing the retention, representation, and recruitment of all racial, ethnic, and cultural groups currently underrepresented in the Earth sciences. Here we define with intention diverse scholars as those historically underrepresented, as a construct of ableism, gender, sexuality, cultural, and racial identities using asset-based language to capture the intersection of these complex identities (Gomez et al., 2021; Steele, 1997; Steele & Aronson, 1995)” (p. 1).

Walkowiak T. A. (2025). Female students with disabilities’ perceptions of science, technology, engineering, mathematics education. Doctoral dissertation, Education, Walden University.

The demand to increase enrollment in science, technology, engineering, and mathematics (STEM) education programs has intensified globally since the early 21st century. Researchers have concentrated on the gender divide with limited research on female students with disabilities (FSwDs). The purpose of this qualitative study was to explore FSwDs’ perceptions of their successes and challenges with accessibility, inclusion, and support experienced in STEM education programs, as well as their recommendations for improving policies and practices in STEM higher education. The study was grounded in social identity and social learning theories. For this basic qualitative design, semistructured interviews were conducted with nine FSwDs who were engaged in STEM activities or enrolled in STEM education courses at three local colleges and had their disabilities on file with the institution. Axial coding produced the following four themes: 1) appreciation for fostering innovation and motivation, 2) dedication to growing better communication networks, 3) commitment to promoting enrichment and understanding, and 4) supporting structural enhancements. These results could lead to positive social change by enriching the learning environment and academic settings, by streamlining the communication between the disability department and STEM teachers, by strengthening the support services, and by making structural enhancements, such as updating the building infrastructure to accommodate accessible entry at all points of entrance. By providing FSwDs access to STEM education and supporting their academic success, a critical shortage of highly qualified workers in STEM fields can be addressed.

Wang, K.D., McCool, J. & Wieman, C. (2024). Exploring the learning experiences of neurodivergent college students in STEM courses. Journal of Research in Special Educational Needs, 24, 505–518. DOI: https://doi.org/10.1111/1471-3802.12650.

Neurodivergent students exhibit an inclination towards Science, Technology, Engineering and Mathematics (STEM) fields, yet their learning experiences in STEM courses remain underexamined. Utilizing an online survey of neurodivergent (n = 60) and neurotypical (n = 83) US college students, this study identified various factors influencing their self-perceived learning experiences, including interest in the course content, instruction quality and performance outcomes. Compared to their neurotypical peers, neurodivergent students attributed negative experiences in STEM courses less frequently to performance-related factors and more often to a mismatch between their interests and the course content. Both groups also articulated a variety of strengths and challenges encountered in their STEM studies. Neurodivergent students were more likely to report having interest and passion for STEM and less likely to report having peer support and effective study skills and habits as their primary strength for studying STEM. Conversely, while neurotypical students cited difficult content as their central challenge, neurodivergent students more commonly faced challenges with focus and attention. Despite the study’s limited sample size, it revealed emerging patterns that emphasize the importance of developing inclusive teaching methods and specific support mechanisms to cater to the unique strengths and challenges of neurodivergent students in higher education.

Wessel, J., Williams, A., Culpepper, D., Daley, G., Dow-Burger, K., Forsythe, N., Lewis, S., McQuade, P.,  Redcay, E., & Robinson, E. (2024, May). Promoting Autism Inclusion and Representation in STEM: A Faculty Training. Paper presented at Paper presented at Neurodiversity at Work Research Conference, University of Maryland, College Park, Maryland.

“’Nothing about us, without us’ has been a rallying cry in the disability rights movement for decades and a critique of the exclusion of disabled individuals from the crafting of policy decisions that affect their lives (Charlton, 1998). Autism advocacy organizations like the Association for Autism and Neurodiversity (AANE) have noted a need for more autistic voices and leadership in scientific research, where individuals with disabilities have higher unemployment rates, less access to funded research opportunities than individuals without disabilities, and constitute only 3% of the STEM workforce (NCSES, 2021; 2023). Individuals who identify as autistic, a disability characterized by differences in social communication, experience unique equity gaps. There are more students with autism enrolled in higher education now than ever before (Shattuck et al., 2012; Zeedyk et al., 2016). However, autistic students complete degrees at almost half the rate of the general population (38.8%, Newman et al., 2011) and unemployment/underemployment rates have been reported as high as 85% (Shattuck et al., 2021). Taken together, such data indicate that STEM fields, core drivers of innovation and the economy, are failing to recruit and retain autistic students. In order to create more equitable opportunities for autistic undergraduate students interested in STEM careers, specific and purposeful development efforts are necessary. Our goal is to broaden the participation of autistic individuals in the STEM workforce and enhance the climate for autistic inclusion in STEM, through the Promoting Autistic Inclusion and Representation (PAIR) program. The PAIR program will (1) provide faculty training on creating autistic-inclusive research environments, and (2) develop a comprehensive research mentoring program for autistic undergraduate STEM students that includes a supervised research assistantship, developmental workshops, and group and peer mentoring.” (p. 1).

Vasquez, K. (2020, December). Excluded from the lab. Chemistry World [Website}.  

Inaccessibility continues to push disabled scientists out of science.

Zongrone, C., & McCall, C. J., & Paretti, M. C., & Shew, A., & Simmons, D. R., & McNair, L. D. (2021, January), “I’m Looking at You, You’re a Perfectly Good Person …”: Describing Non-Apparent Disability in Engineering. Paper presented at 2021 CoNECD, Virtual – 1pm to 5pm Eastern Time Each Day. https://peer.asee.org/36059

In recent years, studies in engineering education have begun to intentionally integrate disability into discussions of diversity, inclusion, and equity. To broaden and advocate for the participation of this group in engineering, researchers have identified a variety of factors that have kept people with disabilities at the margins of the field. Such factors include the underrepresentation of disabled individuals within research and industry (Spingola, 2018); systemic and personal barriers (Pearson Weatherton et al., 2017; Phillips &amp; Pearson, 2018), and sociocultural expectations within and beyond engineering education-related contexts (Groen-McCall et al., 2018a). These findings provide a foundational understanding of the external and environmental influences that can shape how students with disabilities experience higher education, develop a sense of belonging, and ultimately form professional identities as engineers (Reference removed for review; Kimball et al., 2015).

Zurn, P., Stramondo, J., Reynolds, J. M., & Bassett, D. S. (2022, December). Expanding Diversity, Equity, and Inclusion to Disability: Opportunities for Biological Psychiatry. Biological Psychiatry: CNNI, 7(12),1280-1288. DOI: https://doi.org/10.1016/j.bpsc.2022.08.008.

Given its subject matter, biological psychiatry is uniquely poised to lead STEM (science, technology, engineering, and mathematics) DEI (diversity, equity, and inclusion) initiatives related to disability. Drawing on literatures in science, philosophy, psychiatry, and disability studies, we outline how that leadership might be undertaken. We first review existing opportunities for the advancement of DEI in biological psychiatry around axes of gender and race. We then explore the expansion of biological psychiatry’s DEI efforts to disability, especially along the lines of representation and access, community accountability, first-person testimony, and revised theoretical frameworks for pathology. We close with concrete recommendations for scholarship and practice going forward. By tackling head-on the challenge of disability inclusion, biological psychiatry has the opportunity to be a force of transformation in the biological sciences and beyond.

OIPO Disability Abstracts: Artificial Intelligence, Machine Learning, and Virtual Reality

Updated 3/10/2025

Artificial Intelligence and Machine Learning

Binns, R., & Kirkham, R. (2021). How could equality and data protection law shape AI fairness for people with disabilities? arXiv – CS – Computers and Society. DOI: arxiv-2107.05704.

This article examines the concept of ‘AI fairness’ for people with disabilities from the perspective of data protection and equality law. This examination demonstrates that there is a need for a distinctive approach to AI fairness that is fundamentally different to that used for other protected characteristics, due to the different ways in which discrimination and data protection law applies in respect of Disability. We articulate this new agenda for AI fairness for people with disabilities, explaining how combining data protection and equality law creates new opportunities for disabled people’s organisations and assistive technology researchers alike to shape the use of AI, as well as to challenge potential harmful uses.

Goggin, G., Prahl, A., & Zhuang, K. V. (2023). Communicating AI and Disability. In  M. S. Jeffress, J. M. Cypher, J. Ferris, & J. Scott-Pollock (Eds.), The Palgrave Handbook of Disability and Communication (pp. 205-220). Cham: Palgrave Macmillan. DOI:  https://doi.org/10.1007/978-3-031-14447-9_13.

This chapter looks at a relatively new area of disability and communication: AI. It contends that discourses, language, and representation of disability in relation to AI need to be understood against the backdrop of evolving ideas of disability and technology. It critiques the dominant social imaginaries of AI and disability, which obscure the flaws in the mainstream ways that autonomous intelligent systems such as AI developed. The chapter concludes that AI and its dominant social imaginaries are in the throes of a severe crisis of legitimacy. Accordingly, alternative imaginaries are discussed as ways to reimagine and remake AI, machine learning, intelligent systems, and other technologies as sustainable, just, and conducive to the goals of extending accessibility, inclusion, participation, and rights for people with disabilities.

Jafry, A., & Vorstermans, J. (2024). Evolving intersections: AI, disability, and academic integrity in higher education. New Directions for Teaching and Learning Early View. DOI: https://doi.org/10.1002/tl.20629.

In this article, we investigate the critical intersections of AI, academic integrity, and disability in the context of a large undergraduate course. Our aim was to adapt the course to respond to generative AI (GenAI) to avoid entrenching barriers for students, and instead teach them how to use GenAI tools in ways that deepen their learning and uphold academic honesty. Grounded in disability justice and access pedagogies, we outline five design goals centered on guidelines for AI usage, education on responsible AI use, revised assessments, support for teaching assistants (TAs), and accessible materials. These activities are detailed in our methodology. In our findings, we provide a critical reflection of the course adaptation, taking up issues such as varying levels of familiarity with GenAI, students’ capacity to engage with course changes, resistance to GenAI, instructors’ relational shifts to AI, and feelings of demoralization among the teaching team. We conclude by offering practical recommendations for educators, calling for learning communities to view this disruption as an invitation to listen to disabled students.

Kohnke, S., & Zaugg, T. (2025). Artificial Intelligence: An Untapped Opportunity for Equity and Access in STEM Education. In L. Dieker, E. Vasquez., & M. T. Marino (Eds.), Application of AI Technologies in STEM Education [Special Issue]. Education Sciences15(1), 68. DOI: https://doi.org/10.3390/educsci15010068.

Artificial intelligence (AI) holds tremendous potential for promoting equity and access to science, technology, engineering, and mathematics (STEM) education, particularly for students with disabilities. This conceptual review explores how AI can address the barriers faced by this underrepresented group by enhancing accessibility and supporting STEM practices like critical thinking, inquiry, and problem solving, as evidenced by tools like adaptive learning platforms and intelligent tutors. Results show that AI can positively influence student engagement, achievement, and motivation in STEM subjects. By aligning AI tools with Universal Design for Learning (UDL) principles, this paper highlights how AI can personalize learning, improve accessibility, and close achievement gaps in STEM content areas. Furthermore, the natural intersection of STEM principles and standards with the AI4K12 guidelines justifies the logical need for AI–STEM integration. Ethical concerns, such as algorithmic bias (e.g., unequal representation in training datasets leading to unfair assessments) and data privacy risks (e.g., potential breaches of sensitive student data), require critical attention to ensure AI systems promote equity rather than exacerbate disparities. The findings suggest that while AI presents a promising avenue for creating inclusive STEM environments, further research conducted with intentionality is needed to refine AI tools and ensure they meet the diverse needs of students with disabilities to access STEM.

Lillywhite, A., & Wolbring, G. (2019). Coverage of ethics within the artificial intelligence and machine learning academic literature: The case of disabled people. Assistive Technology Online Before Print. DOI: https://doi.org/10.1080/10400435.2019.1593259.

Disabled people are often the anticipated users of scientific and technological products and processes advanced and enabled by artificial intelligence (AI) and machine learning (ML). Disabled people are also impacted by societal impacts of AI/ML. Many ethical issues are identified within AI/ML as fields and within individual applications of AI/ML. At the same time, problems have been identified in how ethics discourses engage with disabled people. The aim of our scoping review was to better understand to what extent and how the AI/ML focused academic literature engaged with the ethics of AI/ML in relation to disabled people.  Of the n = 1659 abstracts engaging with AI/ML and ethics downloaded from Scopus (which includes all Medline articles) and the 70 databases of EBSCO ALL, we found 54 relevant abstracts using the term “patient” and 11 relevant abstracts mentioning terms linked to “impair*”, “disab*” and “deaf”. Our study suggests a gap in the literature that should be filled given the many AI/ML related ethical issues identified in the literature and their impact on disabled people.”

Lillywhite, A., & Wolbring, G. (2020). Coverage of artificial intelligence and machine learning within academic literature, Canadian newspapers, and Twitter tweets: The case of disabled people. Societies, 10(3). DOI: https://doi.org/10.3390/soc10010023.

Artificial intelligence (AI) and machine learning (ML) advancements increasingly impact society and AI/ML ethics and governance discourses have emerged. Various countries have established AI/ML strategies. “AI for good” and “AI for social good” are just two discourses that focus on using AI/ML in a positive way. Disabled people are impacted by AI/ML in many ways such as potential therapeutic and non-therapeutic users of AI/ML advanced products and processes and by the changing societal parameters enabled by AI/ML advancements. They are impacted by AI/ML ethics and governance discussions and discussions around the use of AI/ML for good and social good. Using identity, role, and stakeholder theories as our lenses, the aim of our scoping review is to identify and analyze to what extent, and how, AI/ML focused academic literature, Canadian newspapers, and Twitter tweets engage with disabled people. Performing manifest coding of the presence of the terms “AI”, or “artificial intelligence” or “machine learning” in conjunction with the term “patient”, or “disabled people” or “people with disabilities” we found that the term “patient” was used 20 times more than the terms “disabled people” and “people with disabilities” together to identify disabled people within the AI/ML literature covered. As to the downloaded 1540 academic abstracts, 234 full-text Canadian English language newspaper articles and 2879 tweets containing at least one of 58 terms used to depict disabled people (excluding the term patient) and the three AI terms, we found that health was one major focus, that the social good/for good discourse was not mentioned in relation to disabled people, that the tone of AI/ML coverage was mostly techno-optimistic and that disabled people were mostly engaged with in their role of being therapeutic or non-therapeutic users of AI/ML influenced products. Problems with AI/ML were mentioned in relation to the user having a bodily problem, the usability of AI/ML influenced technologies, and problems disabled people face accessing such technologies. Problems caused for disabled people by AI/ML advancements, such as changing occupational landscapes, were not mentioned. Disabled people were not covered as knowledge producers or influencers of AI/ML discourses including AI/ML governance and ethics discourses. Our findings suggest that AI/ML coverage must change, if disabled people are to become meaningful contributors to, and beneficiaries of, discussions around AI/ML.

Morrison, R. J. (2019, Summer). Ethical depictions of neurodivergence in SF about AI. Configurations, 27(3), 387-410. DOI: https://doi.org/10.1353/con.2019.0021.

In science fiction (SF), representations of artificial intelligence (AI) run the gamut from being cognizant of the full spectrum of potential human emotion, to lacking any comparable emotional states. When a feeling/unfeeling AI—the novum of the text—interacts with human characters, the presence of strong emotional capability is shown to be positive, and any absence of emotional capability is shown to be negative, even abject. This aligns perceived emotional capability with normality, establishing that the empirical “zero world” of the text is one in which those who lack normative emotional affect lack value.

Mosha, N. F. (2025). The role of artificial intelligence tools in enhancing accessibility and usability of electronic resources in academic libraries. Library Management Ahead-of-Print. DOI: https://doi.org/10.1108/LM-08-2024-0088.

Purpose This study examined the role of artificial intelligence (AI) tools in facilitating the accessibility and usability of electronic resources (e-resources) in academic libraries.

Design/methodology/approach This study employed a quantitative descriptive survey to collect data from library users. The population targeted was sampled using a purposive sampling technique. A total of 427 (58%) participated in this study.

Findings Most respondents preferred electronic journals (e-journals) among the e-resources stored in academic libraries. Chatbots were identified as preferred AI tools for accessing and enhancing the usability of these resources. Strategies mentioned included the potential for integrating AI tools across various e-resources. However, among the challenges reported was the inability to integrate AI tools with the existing library management systems. Improving e-resource discovery and access can significantly enhance the effectiveness of AI tools in academic libraries.

Originality/value Originality in the context of AI applications in academic libraries refers to the unique approaches, innovative tools and creative solutions that enhance the accessibility and usability of electronic resources. By focusing on unique solutions that enhance the accessibility and usability of e-resources, these libraries can better serve their diverse user populations and adapt to the evolving landscape of information needs.

Newman-Griffis, D., Sage Rauchberg, J., Alharbi, R., Hickman, L., & Hochheiser, H. (2022). Alternative models: Critical examination of disability definitions in the development of artificial intelligence technologies. arXiv:2206.08287 [cs.AI]. DOI: https://doi.org/10.48550/arXiv.2206.08287.

Disabled people are subject to a wide variety of complex decision-making processes in diverse areas such as healthcare, employment, and government policy. These contexts, which are already often opaque to the people they affect and lack adequate representation of disabled perspectives, are rapidly adopting artificial intelligence (AI) technologies for data analytics to inform decision making, creating an increased risk of harm due to inappropriate or inequitable algorithms. This article presents a framework for critically examining AI data analytics technologies through a disability lens and investigates how the definition of disability chosen by the designers of an AI technology affects its impact on disabled subjects of analysis. We consider three conceptual models of disability: the medical model, the social model, and the relational model; and show how AI technologies designed under each of these models differ so significantly as to be incompatible with and contradictory to one another. Through a discussion of common use cases for AI analytics in healthcare and government disability benefits, we illustrate specific considerations and decision points in the technology design process that affect power dynamics and inclusion in these settings and help determine their orientation towards marginalisation or support. The framework we present can serve as a foundation for in-depth critical examination of AI technologies and the development of a design praxis for disability-related AI analytics.

Nugent, S. E., & Scott-Parker, S. (2022). Recruitment AI has a disability problem: Anticipating and mitigating unfair automated hiring decisions. In M. I. Aldinhas Ferreira & M. Osman Tokhi (Eds.), Towards Trustworthy Artificial Intelligent Systems [Intelligent Systems, Control and Automation: Science and Engineering Vol. 102]. (pp 85–96).

Artificial Intelligence (AI) technologies have the potential to dramatically impact the lives and life chances of people with disabilities seeking employment and throughout their career progression. While these systems are marketed as highly capable and objective tools for decision making, a growing body of research demonstrates a record of inaccurate results as well as inherent disadvantages for historically marginalised groups. Assessments of fairness in Recruitment AI for people with disabilities have thus far received little attention or have been overlooked. This paper examines the impacts to and concerns of disabled employment seekers using AI systems for recruitment, and discusses recommendations for the steps employers can take to ensure innovation in recruitment is also fair to all users. In doing so, we further the point that making systems fairer for disabled employment seekers ensures systems are fairer for all.

Packin, N. G., (2020, November 3). Disability Discrimination Using AI Systems, Social Media and Digital Platforms: Can We Disable Digital Bias?  SSRN. DOI: http://dx.doi.org/10.2139/ssrn.3724556.

Social media platforms and digital technological tools have transformed how people manage their day-to-day lives, socially as well as professionally. Big data algorithms help us improve our decision-making processes, and sophisticated social networks, enable us to get connected to other individuals and organizations, get exposed to information, and even learn about different opportunities. But as individuals come to be more and more comfortable with social networks and big data algorithms, fewer give much thought to how personal data gleaned from social networks and fed into algorithms affects the administration of government and the provision of private services. Algorithmic assessment of personal characteristics enables widescale discrimination by government and private entities, and such discrimination is particularly pernicious for persons with disabilities.

According to the social model of disability, disability is not only inherent to the individual and determined by the impairment but is also a product of the social environment. Social expectations, conventions, and technology determine which traits are outside the norm and which traits are disabling. Whether a technology perpetuates or mitigates disability depends on social norms, including norms that are embedded in law. A wheelchair might mitigate the impairment, but only if legal rules dictate a built environment where wheelchair users and non-wheelchair users can move in a similar fashion, can the disability be mitigated. Similarly, digital technologies can limit the ways in which some traits are disabling only if bias and discriminatory features against individuals with disabilities are not embedded within their use. We must ensure that technology developments continue to improve the life quality and opportunities for individuals with disabilities, and that we design systems that better accommodate the disabled, enhance their access, and help level the playing field between them and the able-bodied. We should regulate to ensure that individuals with disabilities are legally protected from discrimination. Additionally, and not less importantly, we must make sure that individuals with disabilities are not left out of innovations because of the difficulty in detecting the different types of disabilities as well as disability bias, proving it, and designing around it.

Parvin, N. (2019). Look up and smile! Seeing through Alexa’s algorithmic gaze. In K. Fritsch, A. Hamraie, M. Mills & D. Serlin (Eds.), Crip Technoscience [Special Section]. Catalyst, 5(1). DOI: https://doi.org/10.28968/cftt.v5i1.29592.

Echo Look is one latest product by Amazon built on the artificial intelligence agent Alexa designed to be a virtual fashion assistant. This paper draws on feminist theory to critically engage with the premises and promises of this new technology. More specifically, I demonstrate how the introduction of Echo Look is an occasion to think through ethical and political issues at stake in the particular space it enters, in this case no less than what is perceived of (women’s) bodies and what fashion is and does. In addition, the specific domain helps us see this category of technology anew, illuminating its taken-for-granted assumptions. More specifically, it serves as yet another reminder of what algorithms cannot do and of their oppressive potency.

Ringel Morris, M. (2020, June). AI and accessibility:  A discussion of ethical considerations [Viewpoint]. Communications of the ACM, 63(6), 35-37. DOI: https://doi.org/10.1145/3356727.

“According to the World Health Organization, more than one billion people worldwide have disabilities, the field of disability studies defines disability through a social lens; people are disabled to the extent that society creates accessibility barriers. AI technologies offer the possibility of removing many accessibility barriers; for example, computer vision might help people who are blind better sense the visual world, speech recognition and translation technologies might offer real time captioning for people who are hard of hearing, and new robotic systems might augment the capabilities of people with limited mobility. Considering the needs of users with disabilities can help technologists identify high-impact challenges whose solutions can advance the state of AI for all users; however, ethical challenges such as inclusivity, bias, privacy, error, expectation setting, simulated data, and social acceptability must be considered” (p. 35).

Robertson, S., Magee, L., & Soldatić, K. (2022). Intersectional inquiry, on the ground and in the algorithm. Qualitative Inquiry, 28(7), 814–826. DOI: https://doi.org/10.1177/10778004221099560.

This article makes two key contributions to methodological debates in automation research. First, we argue for and demonstrate how methods in this field must account for intersections of social difference, such as race, class, ethnicity, culture, and disability, in more nuanced ways. Second, we consider the complexities of bringing together computational and qualitative methods in an intersectional methodological approach while also arguing that in their respective subjects (machines and human subjects) and conceptual scope they enable a specific dialogue on intersectionality and automation to be articulated. We draw on field reflections from a project that combines an analysis of intersectional bias in language models with findings from a community workshop on the frustrations and aspirations produced through engagement with everyday artificial intelligence (AI)–driven technologies in the context of care.

Shew, A. (2020, March). Ableism, Technoableism, and Future AI. IEEE Technology and Society Magazine, 39(3), 40-85. DOI: https://doi.org/10.1109/MTS.2020.2967492.

Ableism (discrimination in favor of nondisabled people and against disabled people1) impacts technological imagination. Like sexism, racism, and other types of bigotry, ableism works in insidious ways: by shaping our expectations, it shapes how and what we design (given these expectations), and therefore the infrastructure all around us. And ableism shapes more than just the physical environment. It also shapes our digital and technological imaginations – notions of who will “benefit” from the development of Artificial Intelligence (AI) and the ways that those systems are designed and implemented are a product of how we envision the “proper” functioning of bodies and minds.

Smith, P., & Smith, L. (2021). Artificial intelligence and disability: Too much promise, yet too little substance? AI Ethics 1, 81–86. DOI: https://doi.org/10.1007/s43681-020-00004-5.

Much has been written about the potential of artificial intelligence (AI) to support, and even transform, the lives of disabled people. It is true that many advances have been made, ranging from robotic arms and other prosthetic limbs supported by AI, decision support tools to aid clinicians and the disabled themselves, and route planning software for those with visual impairment. Many individuals are benefiting from the use of such tools, improving our accessibility and changing lives. But what are the true limits of such tools? What are the ethics of allowing AI tools to suggest different courses of action, or aid in decision-making? And does AI offer too much promise for individuals? I have recently undergone a life changing accident which has left me severely disabled, and together with my daughter who is blind, we shall explore the day-to-day realities of how AI can support, and frustrate, disabled people. From this, we will draw some conclusions as to how AI software and technology might best be developed in the future.

Tilmes, N. (2022). Disability, fairness, and algorithmic bias in AI recruitment. Ethics and Information Technology, 24, Article 21.  DOI: https://doi.org/10.1007/s10676-022-09633-2.

While rapid advances in artificial intelligence (AI) hiring tools promise to transform the workplace, these algorithms risk exacerbating existing biases against marginalized groups. In light of these ethical issues, AI vendors have sought to translate normative concepts such as fairness into measurable, mathematical criteria that can be optimized for. However, questions of disability and access often are omitted from these ongoing discussions about algorithmic bias. In this paper, I argue that the multiplicity of different kinds and intensities of people’s disabilities and the fluid, contextual ways in which they manifest point to the limits of algorithmic fairness initiatives. In particular, existing de-biasing measures tend to flatten variance within and among disabled people and abstract away information in ways that reinforce pathologization. While fair machine learning methods can help mitigate certain disparities, I argue that fairness alone is insufficient to secure accessible, inclusive AI. I then outline a disability justice approach, which provides a framework for centering disabled people’s experiences and attending to the structures and norms that underpin algorithmic bias.

Trewin, S., Basson, S., Muller, M., Branham, S., Treviranus, J., Gruen, D., Hebert, D., Lyckowski, N., & Manser, E. (2019, September). Considerations for AI Fairness for People with Disabilities. AI Matters, 5(3), 40-63. DOI: https://doi.org/10.1145/3362077.3362086.

In society today, people experiencing disability can face discrimination. As artificial intelligence solutions take on increasingly important roles in decision-making and interaction, they have the potential to impact fair treatment of people with disabilities in society both positively and negatively. We describe some of the opportunities and risks across four emerging AI application areas: employment, education, public safety, and healthcare, identified in a workshop with participants experiencing a range of disabilities. In many existing situations, non-AI solutions are already discriminatory, and introducing AI runs the risk of simply perpetuating and replicating these flaws. We next discuss strategies for supporting fairness in the context of disability throughout the AI development lifecycle. AI systems should be reviewed for potential impact on the user in their broader context of use. They should offer opportunities to redress errors, and for users and those impacted to raise fairness concerns. People with disabilities should be included when sourcing data to build models, and in testing, to create a more inclusive and robust system. Finally, we offer pointers into an established body of literature on human centered design processes and philosophies that may assist AI and ML engineers in innovating algorithms that reduce harm and ultimately enhance the lives of people with disabilities.

Velazquez-Solis, P. E., González Correa, M. E., Martinez, M. A., Arroyo, J. G., & Marquez, M. Y. (2025). Designing teaching strategies using artificial intelligence for neurodivergent students in higher education. In M. Raygoza-L., J. Orduño-Osuna, A. Mercado-Herrera, R. Jimenez-Sanchez, & F. Murrieta-Rico (Eds.), Exploring psychology, social innovation and advanced applications of machine learning (pp. 191-208). New York: IGI Global Scientific Publishing. DOI: https://doi.org/10.4018/979-8-3693-6910-4.ch010.

Artificial intelligence (AI) can enhance teaching strategies for neurodivergent students in higher education. Neurodiversity, such as autism, ADHD, and dyslexia, needs tailored educational approaches often missing in traditional systems. As neurodivergent student enrollment rises, inclusive learning environments are essential. AI technologies offer personalized learning through adaptive platforms that adjust content based on real-time feedback, helping students tackle challenges and utilize their strengths. AI tools, such as emotion recognition, support mental health by detecting stress, frustration, or anxiety for timely interventions. A case study highlights integration of an AI-powered chatbot in a Color Theory course for Engineering students. The chatbot provided guidance and used visual aids, improving communication, independence, and confidence. Despite AI benefits, issues like over-reliance and digital divide must be considered. Developing empathetic AI solutions is crucial for supporting neurodivergent students, and collaboration among educators and researchers is essential.

White, J. J. G. (2022). Artificial intelligence and people with disabilities: A reflection on human–AI partnerships. In F. Chen & J. Zhou (Eds.), Humanity driven AI: Productivity, well-being, sustainability and partnership (pp 279–310). Springer, Cham. DOI: https://doi.org/10.1007/978-3-030-72188-6_14.

Artificial intelligence (AI) has much potential to enhance opportunities and independence for people with disabilities by addressing practical problems that they encounter in a variety of domains. Indeed, the partnership between AI and people with disabilities already has a history that spans several decades, through the use of assistive technologies based, for example, on speech recognition, optical character recognition, word prediction, and text-to-speech conversion. Contemporary developments in machine learning can extend and enhance the capabilities of such assistive technology applications, while opening the way to further improvements in accessibility. AI applications intended to benefit people with disabilities can also give rise to questions of values and priorities. These issues are here discussed in relation to the role of design practices and policy in shaping the solutions adopted. AI can also contribute to discrimination on grounds of disability, especially if machine learning algorithms are substituted partly or completely for human decision making. The potential for bias and strategies for overcoming it raise as yet unresolved research questions. In exploring some of these considerations, a case is developed for favoring approaches which shape the normative and social context in which AI technologies are developed and used, as well as the technical details of their design.

Virtual Reality

Brandt, M., & Messeri, L.  (2019). Imagining feminist futures on the small screen: Inclusion and care in VR fictions. In C. Bruun Jensen & A. Kemiksiz (Eds.), Anthropology and Science Fiction: Experiments in Thinking Across Worlds [Feature Issue]. Nature Culture Issue 5. https://www.natcult.net/journal/issue-5/imagining-feminist-futures-on-the-small-screen/.

Virtual reality signifies not only an immersive media technology, but also a cultural desire to allow bodies to inhabit other worlds as easily as pushing a button or putting on goggles. As the VR industry has grown, so too have popular imaginings of its potential. We draw on feminist technoscience studies to analyze and evaluate recent VR science fiction media narratives. How do they articulate VR’s role in the future, and for whom? Who are the heroes of these worlds and what makes them heroic? Steven Spielberg’s would-be blockbuster Ready Player One (2018) (RPO) offers a techno-masculine narrative in which a hero saves the world. In contrast to RPO, television and streaming small screen science fiction narratives have focused on the extent to which VR can save not worlds, but individuals. A surprisingly consistent trope has emerged in these shows: one of VR as a therapeutic tool for a woman coping with trauma. While certainly a departure from RPO’s Hollywood vision of VR, this analysis examines how episodes of Reverie, Philip K. Dick’s Electric Dreams, Kiss Me First, and Black Mirror offer visions of VR that reflect the feminist ambitions of the contemporary VR industry.

Jiang, Z., Meltzer, A., & Zhang, X. (2023). Using virtual reality to implement disability studies’ advocacy principles: Uncovering the perspectives of people with disability. Disability & Society. DOI: https://doi.org/10.1080/09687599.2022.2150601.

One central aim of disability studies is to shift understandings of disability, such that disability comes to be understood as about the social disadvantage/oppression that people face when society does not cater to impairment of body/mind. Nevertheless, there remains a need for more practical tools for disability advocacy, through which to transmit disability studies’ ideas of disability to the general community. Drawing on a qualitative study of the perspectives of 23 people with physical and sensory impairments, this paper proposes virtual reality as an advocacy tool to communicate the principles and beliefs of disability studies. The findings highlight that, due to the nature of the technology, participants feel virtual reality has clear potential as a disability advocacy tool that can facilitate empathy, perspective-taking and positive social change, with a particular focus on how it is the environmental barriers and social attitudes around people that disables them.

Redden, R. (2018, April 11). VR: An Altered Reality for Disabled Players. First Personal Scholar. Waterloo, ON: The Games Institute (GI) at the University of Waterloo in collaboration with IMMERSe, The Research Network for Video Game Immersion. Retrieved from: http://www.firstpersonscholar.com/vr-altered-reality/.

“…gather(s) the experiences and ideas of accessibility advocates who are working to inform VR’s trajectory. [The author is also]… providing..[a]… perspective of the VR station and its access. By putting existing ideas and experiences together, …[the author] hope[s] to promote the work that folks with disabilities are already doing in advising (and designing) games themselves, and the role of the public VR station in advocating and creating better VR” (n.p.)

Zhang, K., Deldari, E., Lu, Z., Yao, Y., & Zhao, Y. (2022). “It’s Just Part of Me:” Understanding Avatar Diversity and Self-presentation of People with Disabilities in Social Virtual Reality. In The 24th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS ’22), October 23–26, 2022, Athens, Greece. New York: ACM. DOI: https://doi.org/10.1145/3517428.3544829.

In social Virtual Reality (VR), users are embodied in avatars and interact with other users in a face-to-face manner using avatars as the medium. With the advent of social VR, people with disabilities (PWD) have shown an increasing presence on this new social media. With their unique disability identity, it is not clear how PWD perceive their avatars and whether and how they prefer to disclose their disability when presenting themselves in social VR. We fill this gap by exploring PWD’s avatar perception and disability disclosure preferences in social VR. Our study involved two steps. We first conducted a systematic review of fifteen popular social VR applications to evaluate their avatar diversity and accessibility support. We then conducted an in-depth interview study with 19 participants who had different disabilities to understand their avatar experiences. Our research revealed a number of disability disclosure preferences and strategies adopted by PWD (e.g., reflect selective disabilities, present a capable self). We also identified several challenges faced by PWD during their avatar customization process. We discuss the design implications to promote avatar accessibility and diversity for future social VR platforms.