Reversi- By: shiran, may, mor

Reversi- By: shiran, may, mor

thingiverse

Games for the Visually Impaired in Three-Dimensional Printing As a student at Urban T School in Tel Aviv, Israel, I was tasked with designing games that could be enjoyed by people who are blind. My goal was to create experiences that would engage and challenge players of all ages. The ninth grade course "Using3D" at my school provided me with the perfect opportunity to learn about three-dimensional printing technology. I worked closely with the instructor to understand the capabilities and limitations of this innovative method. Through hands-on training and experimentation, I gained a solid grasp of how to design and print complex objects using 3D systems. The process was fascinating, and I soon realized that it held vast potential for creating tactile experiences tailored specifically to individuals who are blind or visually impaired. My focus shifted from simply printing three-dimensional models to crafting games that would utilize these printed pieces in a way that would be enjoyable and accessible to all participants. I began designing puzzles, mazes, and other challenges that could be navigated using the sense of touch. One of my initial designs was a tactile maze that featured raised patterns and textures. The maze was designed with specific characteristics that allowed users to explore it by feel alone, without relying on visual cues. By creating such an environment, I aimed to encourage exploration and problem-solving skills in players who might not have been able to participate in similar activities through traditional means. The process of designing these games required a deep understanding of how individuals who are blind perceive and interact with their surroundings. Through research and consultation with experts in the field, I developed a more nuanced appreciation for the unique challenges faced by those with visual impairments. As my project progressed, I began to envision the potential applications of three-dimensional printing technology beyond the realm of games. I realized that these systems could be used to create assistive tools, educational materials, and even art pieces specifically designed for individuals who are blind or have low vision. The experience of designing and creating games for the visually impaired using 3D printing was both rewarding and enlightening. It not only honed my technical skills but also broadened my understanding of accessibility and inclusivity in design. I am eager to continue exploring this field and pushing its boundaries further.

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