Research on Interactive Design Practice Based on Barrier-Free Perspective

-- Taking Braille Reading and Writing Learning Machine as an Example

Authors

  • Chunhao Zheng

DOI:

https://doi.org/10.54097/gn1mhe97

Keywords:

Barrier-free Design, Product Design, Interactive Design, Braille Reading and Writing Learning Machine, Blind Children's Learning

Abstract

Within the policy framework of China's active promotion of barrier-free environment construction—highlighted by documents like the 14th Five-Year Plan for Barrier-Free Environment Construction—the significance of information accessibility for visually impaired individuals has grown exponentially. This study employs scientific methodologies, including user surveys and product iteration cycles, to address the challenges faced by visually impaired learners in Braille education. By innovatively integrating the concept of multimodal interactive design into Braille educational contexts, the research focuses on developing Braille reading and writing learning machines to bridge existing gaps in design scholarship. This initiative holds substantial social value in enhancing educational quality for visually impaired populations and advancing societal equity.

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References

[1] Cheng Kuan. Research on the design of intelligent toys based on audio-visual synesthesia education[D]. Zhejiang University, 2016.

[2] Sun Xinke, Dong Jiali. Research on toy design for blind children based on synesthesia theory[D]. Jiangsu University, 2023.

[3] Li Jing, Zhu Ziyuan, Zu Jiangying, Wang Yichen, Na Tong, Pan Xudong. Design and evaluation of physical fitness tools for children with ADHD based on AHP-FCE[J]. Packaging Engineering, 2020(16):57-58.

[4] Tang Xiangfei, Zhao Fengfeng. Research on sensory compensation design for visually impaired people based on emotion [J]. Design, 2020(19).

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Published

10-06-2025

Issue

Section

Articles

How to Cite

Zheng, C. (2025). Research on Interactive Design Practice Based on Barrier-Free Perspective: -- Taking Braille Reading and Writing Learning Machine as an Example. Highlights in Art and Design, 10(3), 31-35. https://doi.org/10.54097/gn1mhe97